Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.
In the case of the Puyo Puyo art, at least, that would be virtually impossible, considering that this is still the original palette, only using more from it than what was originally used; at worst, it may be desaturated because of how I have OBS Studio and VLC set up, but in general play, they are the same colours as the original file provides, not a single change on that one bit throughout this.
Green Hill, on the other hand, I went with Turquoise and a more Sandy variant of Yellow instead of the bolder shades that we got in Leaf Forest and Sunny Shores, those two zones can have some bad colour bleeding on certain monitors because of the bolder palettes and thus the way I'm doing this is intentional by design to prevent that; chances are in the finished version of GH, it may be changed to have more of a Nighttime or Dawn feel, given the Moon Towers scattered about the zone, I'll do more on that at a better time but know that what you see is not final, it'll be a while before that and I don't expect it to be ready anytime soon, anything shown may be subject to change.
It's about time that we had another Chaotix~style Sound Test screen, honestly has a nice Glass~like touch this time, given the colour effects used here, it honestly feels as if it has four or five layers because of the differences in the letters' colours when overlapping others or the banner on the right hand side.
Out of curiosity, how smoothly does the art scroll; I remember the footage of the Title Screen portion that you had shown was not in a framerate above thirty, it would be astounding though if this scrolls in sixty, especially given the amount of activity onscreen.
The sound test background doesn't scroll, and I don't intend to scroll it. I just wanted something that looked nice, and was consistent with the style of the logos I showed some time back..
I assume by "TItle Screen" footage, you mean the logos video I put out some time ago, which had a similar background which did scroll. If so, then I'm afraid you are incorrect. It does run at 60fps, the only reason why it "appears" to be 30fps, is because it's a crappy video on YouTube.
Strictly speaking, I'm not one for caring about showing off effects, I'm interested in showing off art.
Even though it doesn't scroll, it definitely uses the shades of Blue and Turquoise in a way that is appealing to its template; both it and the mentioned video honestly remind me of the current version of the Opening and Ending Credits to Charlie Rose, which does similar with its art and palette, we don't see this style often in many modern works and is always welcoming to see.
Good to know that those logos did run in sixty, I was honestly wondering about that for a while, so I'm glad that confusion was cleared up; given that I use MPC~HC with Smooth Video Project to view YouTube videos in higher framerates than their original form, that was the only way I could see this in sixty, the difference in the fluidity shows and still looks great regardless, definitely gets praise from me for its simple yet well sought approach.
Your art here looks clean like your DAC technology, that was used in S1: The Next level. This looks amazing! Great job as always MJ.
Meanwhile another Tails shit, this time totally edited Volcanic Tunnel and disabled boss battle in that area, because I found it a chore to beat in original.
oh yeah this place exists
Your images seem to use a broken link.
I agree with Trinotriny. The colours look pretty washed out and muted (like Sonic 3 is known for), at the same time, it kinda reminds me of Sunny Shores from Sonic Megamix.
So, I've been doing some more digging around in Quackshot and I've managed to find the contents for the text boxes used in the game, and worked out their format. They're stored in a Kosinski compressed file, the entirety of which is decompressed into a significant portion of RAM and works by using an integrated offset table to reference where the text box contents are and any other relevant data. After playing with it for a bit, I've decided to give a certain someone a little cameo, courtesy of the Explorer NPC.
Considering the amount of shit he's caused lately (which is now nearly dealt with), I think it's a fitting tribute.
The artwork here is delightful! The use of white and black in conjunction with the grades of colours is used suitably, and you've got shades of colours blending very well! The dithering is used respectfully here too, it isn't overdone and is only used where necessary. I'm aware it's just a mock-up, but it's still nicely done all things considering.
I applaud you sir, and I'm also deeply disappointed in the lack of response to your work here. C'mon people >=(
Thank you Markey! I've learned a lot from UTS1, so I've been making major improvements to the work in Project Waffle (my dumb indie game that everyone forgot about), and I'm glad that you like it!
Man, it feels surreal to be complimented by one of my biggest inspirations for making pixel art that I'm feeling really happy right now.
Edit: Oh, and I forgot to post this here:
An updated mock up of a zone for UTS1.
I actually meant to comment on that art yesterday, but a friend of mine had a bit of a crisis so I got quite sidetracked before I got chance to write it all out.
Anyway, the art looks great and you've improved a hell of a lot from where you started out. The colour selection works extremely well, the dithering is nicely done and the level of detail, particularly in the background, is exceptional.
So as to add something a little constructive to this post as well, I'll mention a couple of little nitpicks which may be of some help to you. The first thing that immediately jumps out is that the foreground rock is quite repetitive in its current state. Adding in some raised parts and reliefs, a bit like how GHZ did, could add some variety while still maintaining the overall design. Considering how good the grass looks, maybe even adding some kind of foliage or grass parts to the rock might vary it up even more.
The only other nitpick I have is something which I think everybody has probably done at some point or another, and that involves the light source for the art. For the most part, it's implied that the light source is in the top right, as shown on the mountains and the majority of the rocks as you come to the front. The exceptions seem to be some of the nearest rocks and the totems, which appear to be lit from the left rather than the right. If this is something you'd be interested in correcting, I'd suggest using left hand light source to preserve to look of the totems and nearer rocks, which look great as they are. The right hand lit rocks and mountains, assuming this is only a mockup, could be fixed with a simple flip horizontally.
With that out of the way, I'm looking forward to seeing what else you come up with. I'll admit, I'm quite disappointed that you moved it into fangame territory rather than as a hack/homebrew, as it looks like the sort of thing that would be right at home on the Genesis/MD. That aside, if the gameplay plays as good as the art looks, then I'm sure it'll be a great game when finished anyway.
I also wanted to write something about this, but I did not come up with words to describe this wonder!
Anyway Unlimited Trees you have talent, I like your art for the colors that you choose, they are great and the details you put on the stage.
For the rest I wish you a good job!
The light source thing had to do with various problems:
1) It was a mockup and some art I just lazily flipped and other stuff
2) I hadn't touched the art in months as I was busy with Unlimited Trees' Sonic 1. I've already been fixing the problem with the light source and been trying to make things even more consistent.
As for the rocks, as I already mentioned this art is pretty old. I've noticed how repetitve it was and I'm planning on fixing it.
Giant Land SMB3 in SMS palette.
Has a hyrbid of Super Mario Bros. 3 NES graphics and SMAS graphics.
Hmm, not bad of a conversion at all, this definitely gives the level a Remastered feel, I'm quite surprised that putting Mario titles onto a Sega console or handheld is not often dived into much outside of that one Megadrive Homebrew port.
The slightly increased palette of the Mark III, when used for this artwork, truthfully kind of reminds me of what would happen if many notable Famicom and FDS titles were to utilize this, it's definitely something that I would hope could become possible if hardware modding could get to that point, limits would be broken to high extremes when that becomes a reality.
I originally did the following minor cosmetic changes to Studiopolis and Hidden Palace '94 during the opening days of the Revision 03 release in August, I wanted to take some of the artwork back to their original roots and remind those of the '90s for the former, while doing something that'll be relatively new for the latter, something we haven't seen since G Sonic/Sonic Blast; two of the references for Studiopolis will make better sense once the track I made for it is heard, wouldn't have put them in without it.
Restoration of the Pine Pot logo.
This took an honest hour to get looking right, especially the "P" in "Pot", I tried to make it as close to the one used in Bare Knuckle without it looking too hollow.
PBS' New York and New Jersey station WNET makes a cameo.
Perhaps a promotion for one of their programs is being shown?
Pre~rendered Super and Master Emerald sprites, based on the ones uploaded by Dolphman, touched up to adapt to the higher colour palette.
The added height and slanting on the Master Emerald could look a little better on the right hand side, I'll probably make it rounder on that edge to look more like the left in shape; the finalized version of the Hidden Palace '94 remaster will have everything look as pre~rendered as I can make it within the game's limitations, that might take a while but it will be fun to work on regardless, the emeralds are a good start and the rest will follow.
master system ftw
How is this even possible? Really, this is pretty well made art! Good job!
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