Creating pixel art

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By sd_snatcher

Prophet (2593)

sd_snatcher's picture

05-08-2017, 21:48

hit9918 wrote:

the paper says "yamaha confused G and B".
who knows, maybe yjk makes nicer ramps than yuv.

I explained the possible reason for that change in this thread. In a nutshell, it seems that the Yamaha engineers did this tweak to take advantage of the NTSC analog YIQ chroma low-pass filter, so it would reconstruct (interpolate) the chroma information for cheap. This way they wouldn't have to use gates to implement the necessary chroma interpolation step inside the VDP.

But that decision has left PAL and RGB uncovered. This is probably why they aded the YUV modes to the V9990. Those work exactly as the YJK, but will take advantage of the YPrPb low-pass filter of PAL televisions instead.

IMHO, Yamaha should have kept the color model as YUV since the beginning, and implemented a simple linear interpolation inside the VDP. This would have issued excellent results and would have covered both NTSC, PAL and RGB much better.

Since (like in many other Japanese datasheets) Yamaha was too laconic, they omitted the information about the important chroma interpolation on the decoder side. Then, many digitizers and converters (including the famous Sony HBI-V1) implemented alternative conversion formulas that tweak the Y value to reduce the perceived color bleed in RGB. But this tweaking causes artifacts that will be visible when the decoder really does the chroma interpolation (either analog or digital) step.

Maybe it's possible to clean those artifacts using anti-ringing filters, but I haven't tried that yet.

By Grauw

Enlighted (6368)

Grauw's picture

31-10-2017, 22:04

I made some animations;

Also the character style is a bit different from before.

Feedback, comments, suggestions welcome.

By Wolverine_nl

Paladin (698)

Wolverine_nl's picture

31-10-2017, 23:52

Grauw wrote:

I made some animations;

Also the character style is a bit different from before.

Feedback, comments, suggestions welcome.

Hey, they look great.
I like the spinning one, just before you are at game over hehe
The walking one seems off...the legs and arms need to cross to make it feel natural, when one arm is in front, the leg on the same side is behind, on one side it is correct, on the other it isnt, thats sorta logic kinematic feel.
Keep up the good work! :)

By Grauw

Enlighted (6368)

Grauw's picture

01-11-2017, 00:26

Thanks! The spinning one is really 8 directions of idle poses Smile.

Not sure if 8 direction animations is something to go for (lot of extra work + data), it feels like overly much polish, but the sideways running animation is based on the southwest looking sprite, and for the spin having just north, southeast, south and southwest looked weird.

I am wondering whether to use those four directions for north, east, south, west, so there’s a slight downward-looking bias to the characters, but I feel it may look nicer facing the camera a bit rather than fully en profile. But on the other hand it may not. Maybe I need to see it in motion on a tiled background. I wonder what games do. What do you think?

As for the arms moving, I did pay attention to that, but maybe I need to move ’em ahead just a tad more. A frame? Or a half-frame? Or maybe it’s the right arm that moves a bit to the side, maybe try to push it one or half a pixel back?

Here’s slowed down versions of those animations:

You might notice some deficiencies in the rotation as I didn’t spent as much effort on every frame :).

By Wolverine_nl

Paladin (698)

Wolverine_nl's picture

01-11-2017, 11:19

Looking at the slowed down version of the running character:
It would indeed help to make the right arm (left for us) a bit longer going over the belly and the elbow 1 pixel more pushing outwards for the effect, otherwise it gives off a too little effect.
The right leg needs to be a tad longer at the frame where it is in the back to make it feel it is behind the other one enough. (in the slowed down version it looks good, but when you speed it up it kinda dissapears in the quicker motion).
The knee/upper leg of that right leg is also too much visible when the leg is in the back compared to the left leg.
my 2 cents Smile

By Grauw

Enlighted (6368)

Grauw's picture

01-11-2017, 23:01

Thanks for pointing out those areas of attention, some outside eyes are nice Smile. I’ll see what I can do.

It’s tricky business though; e.g. if I add another column of pixels to the right foot when it’s behind the left leg, when I run the animation it looks like a cluster of leftover dots from the previous frame. This is because in the previous frame the left foot is in the exact same position. So the restrictions are not only in the spatial dimensions, but also in the temporal dimension. This type of experience is exactly why I’m glad to experiment with this!

But I’ve had several cases where at first I couldn’t make it look good, and then a day later I find the magic pixel that makes it all better Big smile. E.g. the right arm looked kinda floppy at first. So I’ll keep poking around at those areas, whilst working out some more animations.

One thing I’m thinking about is higher framerates. It can help with issues like I mentioned above, and many modern pixel art games have high framerates which is a big part of what makes them look great. Even this 1-bit art. My animations above run at 10 fps, I think a bit sped up to 12.5 / 15 fps will also look good, and with a 4 pixel / frame displacement the feet connect well with the ground.

I need to try it on a (moving) background though. In a current experiment I have with the earlier shown tile map, the player character moves 2 pixels / frame at 60 fps (twice faster than 4 pixels @ 15 fps). I wonder how well the 15 fps animation will hold up at that movement speed. What if it plays 2x as fast. Will it look better if I animate at 30 fps, or do I need to exaggerate the motions more so that the stride length matches the motion better.

By Szczepaniak

Expert (83)

Szczepaniak's picture

23-11-2017, 14:36

Anyone feel like creating a mock-up MSX 1 screenshot for Kojima's Lost Warld? I've got a boxout, and was tempted to put a mock-up, and then link people to this forum.

here's my boxout:

Quote:

Last / Lost Warld

This unreleased game was the first in which Hideo Kojima had a leading design role. Given the prominence of Kojima, it's kind of amazing how poorly documented and seldom asked about this game actually is. There's not even a consensus on if it's Last or Lost Warld - the second word is apparently a portmanteau of "war" and "world". Unfortunately the internet is rife with speculation and fabrication, with vague assertions of it being an MSX game (model 1/2 not specified), from around 1986, playing like an action-platformer starring a masked female wrestler, and possible having an Indiana Jones theme. Fleetingly mentioned in official Konami literature throughout the years, with very few specifics, seemingly no journalist ever bothered to corner Kojima on the topic until 2012!
On 9 May 2012 in Paris, Hideo Kojima gave a Q&A talk, presented by Julien Chièze and translated by Florent Gorges. They asked Kojima about Lost Warld, to which he explained: "Given that my work on Penguin Adventure was appreciated, and impressed them, I was called back to work with another team. The project which was already in progress at this point was a wrestling game, but unfortunately it was cancelled mid-development. But given the characters were well designed and animated, I asked myself whether it was possible to use these characters to do something else. So for a month I tried to think of another game (the original game was called Masked Fighters). And then during development, because I was a new employee at the firm, they asked me to go and do an internship like they do all new employees. When I returned the game had changed a bit, and the main character became a woman. It became a platform action game, and I had prepared a script and some ideas on 200 to 300 pages. We worked on it for three months, but it was really ambitious, so much so that it was cancelled. After that I created Metal Gear."
A full report on this lengthy talk can be found on www.metalgearsolid.be

I really like the MSX1 art from this guy's tumblr:
http://justinpaulcyr.tumblr.com

Anyone know how to contact him and ask permission to print stuff?

My inclination is not to reveal it's a mock-up, but rather have readers see it, and then come to this forum trying to investigate it.

Any of these would look great in a mock-up shot, for example, since the game starred a female wrestler:

By Grauw

Enlighted (6368)

Grauw's picture

23-11-2017, 19:13

Never heard of that, sounds interesting, too bad it was cancelled!

You can contact Justin Cyr on Twitter (and also find a lot more pixel art).

By Szczepaniak

Expert (83)

Szczepaniak's picture

24-11-2017, 09:33

Yeah, I don't do Twitter. Too much dogpiling.

Messaged him via Facebook. We'll see if he replies.

However, I also spoke with a photographer who gave me permission to use a photo of real-life female lucha wrestlers he took (super sexy!). So I might use that instead of a game screen mock-up.

Thoughts? Mock-up game screen, or photo of lady wrestlers in latex masks?

By Grauw

Enlighted (6368)

Grauw's picture

24-11-2017, 14:32

You can always just create an empty account, follow no-one, and PM him with it.

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