Author
| Graphics for MSX Dev anyone?
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LeandroCorreia msx addict Posts: 449 | Posted: April 26 2006, 15:57   |
Needless to say that Iīd like to enter MSX Dev, but since I have neither the Assembly skills nor the time to learn it, Iīd rather do what Iīm best at: graphics.
If anyone intends to enter MSX Dev and needs a graphic artist, be my guest and drop me an e-mail: leandro "at" leandrocorreia "dot" com
Letīs do it!  |
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wolf_
 msx legend Posts: 4663 | Posted: April 26 2006, 15:58   |
In any case, ppl need to see your screen 2 skills somewhere .. any example work?
Also, graphics is kinda a broad term.. what gfx? gametiles? demo-cutscenes? animating sprites?
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LeandroCorreia msx addict Posts: 449 | Posted: April 26 2006, 16:50   |
All game GFX, Wolf. Some work of mine in games (such as Skooter Remake) can be seen at my page:
www.leandrocorreia.com
But I agree, although I spend some time creating tools for image conversion, screen 2 is completely different. Iīll send some samples later.  |
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wolf_
 msx legend Posts: 4663 | Posted: April 26 2006, 17:07   |
That's why I asked, I already knew you were doing 'normal' gfx in those remakes ... screen 2 is just quite a tad different.. 
'Game GFX' is still to broad tho.. can you be more specific? Can you pixel anime cutscenes, complete with enviroments in sc2? (just to name something) |
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LeandroCorreia msx addict Posts: 449 | Posted: April 26 2006, 17:26   |
I can create GFX tiles, sprite animations, and even convert digitized images to screen 2 fairly well. By pixel anime cutscenes, you mean images just like in Universe Unknown intro? I can do that too.  |
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wolf_
 msx legend Posts: 4663 | Posted: April 26 2006, 17:30   |
Just stuff like in any microcabin/compile/falcom game ..  The red'ish thing in UU was a mere trick, by having 3 close colors acting as "red TV screen" one can fake a perfect portrait without color-spill artifacts. Apart from the fact that the msx1-palette doesn't really have good skin colors with skin shades.. |
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ARTRAG msx master Posts: 1592 | Posted: April 26 2006, 18:31   |
@LeandroCorreia
Do you have already give up the developement of a .ROM using a C cross compiler?
Remeber: you opened this forum http://www.msx.org/forumtopic6051.html
Now we solved any issue about compiling a ROM using hitech C,
and you can develop your own game quite easily.... |
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LeandroCorreia msx addict Posts: 449 | Posted: April 26 2006, 19:55   |
No, Artrag. I didnīt give up. Itīs just that thereīs another compo around at www.retroremakes.com, and Iīd really want to enter it. I would not have time to learn MSX C and create a game for MSX and also a remake. But I am sure that I can create a remake for PC and graphics for an MSX game.  |
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LeandroCorreia msx addict Posts: 449 | Posted: April 27 2006, 03:12   |
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Huey msx professional Posts: 582 | Posted: April 27 2006, 07:44   |
The 'fat' lines always work good in screen 2. Looks good. How dit you convert the image (tools?).
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LeandroCorreia msx addict Posts: 449 | Posted: April 27 2006, 11:42   |
I did the tools. I created a small program in Blitz Basic that checks each pixel octet.
The badger (is that the name in english?) was drawn in CorelDraw, using a page of 256x192 pixels and a grid snap of 8x8. Lines are fat indeed, 4 or 8 pixels width to avoid color clashes as much as possible. And the colors were selected in an MSX palette that I built for Corel.
Background is Photoshopped, and also converted to the same palette. I kept alternating to Corel and to my little program for some small adjusts (i.e.: moving some object a little bit more horizontally) and also to Photoshop to touch up some graphics.
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wolf_
 msx legend Posts: 4663 | Posted: April 27 2006, 11:44   |
Big pictures are relativily easy to convert to patternmode.  Next, try real 8x8 gametiles, or at least anything in 8x8 gameunits, like 16x16, 16x32 etc. |
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Huey msx professional Posts: 582 | Posted: April 27 2006, 11:54   |
Even harder: Try to make tiles that don't look they are from an existing MSX game.
That's the problem I'm having. I just keep on ending with gfx that look like gfx from other games. I tried to make a main player sprite but I just keep ending up with a kings valley II look alike. Although I didn't use it as an example.
Playing some games for more than 10 years does influence......
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LeandroCorreia msx addict Posts: 449 | Posted: April 27 2006, 12:11   |
To Wolf: That's not hard. It's tedious. That must be mostly handdone. I'll have to create a pixel art editor that also checks for more than 2 colors in an octet and converts it if necessary.
To Huey: That's not hard. It's IMPOSSIBLE (or at least almost). Even nowadays graphics tend to look alike to other games, and the limitations of fixed palette + color clashes + low resolutions even get it worse. The only way to create graphics different from other games is to use a completely different ART (and not technical) style. I got a Game Boy Advance, and most games look alike. The only real graphics exception for me are Guru Logic and Hi Hi Puffy Ayumi in it.
IMHO the hardest thing to do in an MSX is a degradee.  |
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wolf_
 msx legend Posts: 4663 | Posted: April 27 2006, 12:23   |
that's why I made Polka ..
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