Search found 422 matches

by M_Tee
Tue May 10, 2016 7:53 pm
Forum: Homebrew Projects
Topic: Vigilante Ninja (edit)
Replies: 290
Views: 96968

Re: Vigilante Ninja (edit)

To be honest, I don't have much experience doing animation. I agree with Darryl's assessments of the title screen. I've animated a lot of flame effects for Pyronaut. I suggest watching slow-motion vids on Youtube of fires similar to what you want. Also, here's a quality animation cycle to reference...
by M_Tee
Wed Apr 27, 2016 8:17 am
Forum: General Stuff
Topic: People to do voices in games
Replies: 17
Views: 4668

Re: People to do voices in games

You could hire a voice actor (local university theater department would be my first go). I did for an animation project in uni, turned out okay and fit my budget at the time.
by M_Tee
Mon Apr 25, 2016 9:06 pm
Forum: NES Graphics
Topic: 2nd attempt: Isometric excercises
Replies: 33
Views: 15591

Re: 2nd attempt: Isometric excercises

As a big fan of 60s and 70s era animation, that cartoon hits home pretty hard. haha

As for palette transitions for time of day, don't forget that emphasis bits can be toggled for more subtle transitions or effects.
by M_Tee
Sun Apr 24, 2016 9:54 pm
Forum: NES Graphics
Topic: M-Tee's Graphics Projects (Isolation, CG2, etc.)
Replies: 118
Views: 51591

Re: M-Tee's Graphics Projects

The cursor by default is a pointing finger and changes for two reasons: the first is when it hovers over an exit, at which time it changes to one of four exit arrows depending on direction. The other is when the player selects an item to use from the inventory, the cursor is replaced with that item'...
by M_Tee
Sat Apr 23, 2016 7:58 pm
Forum: NES Graphics
Topic: M-Tee's Graphics Projects (Isolation, CG2, etc.)
Replies: 118
Views: 51591

Re: M-Tee's Graphics Projects

Thanks, all. I'm glad to be showing some of this work now. It's been in progress for about a year. I have the same opinion about the bike, it looks kinda like a glitch. Another thing that bothers me a bit is the extremely busy sidewalk pattern, which clashes with the character's feet. It would proba...
by M_Tee
Sat Apr 23, 2016 7:12 pm
Forum: NES Graphics
Topic: 2nd attempt: Isometric excercises
Replies: 33
Views: 15591

Re: 2nd attempt: Isometric excercises

Got a night's sleep in and have a little more time to comment now. First, I would totally play this. Makes me think of the GBA Baldur's Gate, which I played a lot of. I see no problem with using the same palette for walls and ground. I would say, though, don't be afraid to let shadows be shadows and...
by M_Tee
Sat Apr 23, 2016 9:34 am
Forum: NES Graphics
Topic: 2nd attempt: Isometric excercises
Replies: 33
Views: 15591

Re: 2nd attempt: Isometric excercises

I quite love it. If you ever want to pick my ear by PM for more specific feedback, feel free to do so.

Otherwise, I'll keep an eye out for what you have in progress.
by M_Tee
Fri Apr 22, 2016 9:01 pm
Forum: NES Graphics
Topic: M-Tee's Graphics Projects (Isolation, CG2, etc.)
Replies: 118
Views: 51591

Re: M-Tee's Graphics Projects

Cursor movement feels great on the test ROM I was sent. It accelerates and decelerates smoothly, allowing both quick access to the opposite side of the screen as well as precise movement in a small area. Anyway, here's the next screen with a scooter-in-parts on the side of the road: http://38.media....
by M_Tee
Fri Apr 22, 2016 10:09 am
Forum: NES Graphics
Topic: M-Tee's Graphics Projects (Isolation, CG2, etc.)
Replies: 118
Views: 51591

Re: M-Tee's Graphics Projects

Dunno, mate. Not my call. I'll chime in if I hear one way or another. @dougeff Thanks. Put a lot of work into establishing the exact style and layout for the graphics. As for process, I start on custom-designed graph paper, build in Photoshop, import to NES Screen Tool to generate nametables and att...
by M_Tee
Fri Apr 22, 2016 8:26 am
Forum: NES Graphics
Topic: M-Tee's Graphics Projects (Isolation, CG2, etc.)
Replies: 118
Views: 51591

M-Tee's Graphics Projects (Isolation, CG2, etc.)

Figured I'd post some of the stuff I've been doing here periodically. http://38.media.tumblr.com/3df68625aea6b7b7c141fa958e916b33/tumblr_inline_o645lt4alk1t3povm_540.gif This is from Isolation, a homebrew NES point-and-click adventure that I'm working on with KHAN Games. (Short in-progress video of ...
by M_Tee
Thu Apr 21, 2016 12:07 am
Forum: General Stuff
Topic: NES fighting games
Replies: 72
Views: 13492

Re: NES fighting games

That's rad. I didn't read all of the last couple of pages carefully, so I must have missed that it was from the ROM. Regardless, it looks solid. And, yeah. I was referring to Urban Champion's aesthetic and definitely intended as a compliment along the lines of "That era seems to be the look you were...
by M_Tee
Wed Apr 20, 2016 9:14 pm
Forum: General Stuff
Topic: NES fighting games
Replies: 72
Views: 13492

Re: NES fighting games

There's totally nothing wrong with the green construction site. Tediously holding onto local color restrictions is completely unnecessary. (By local color, I mean, "It's an apple. It must be red. The table next to it must be brown.") In terms of color theory, there are two completely valid reasons t...
by M_Tee
Wed Apr 13, 2016 2:58 am
Forum: General Stuff
Topic: NES fighting games
Replies: 72
Views: 13492

Re: NES fighting games

Yeah, man. You and I are totally on the same track: design the characters and their abilities to the restrictions. As for the game that character's from: point and click adventure, hence the relatively large sprite. I think the programmer plans to announce the game in a few months, closer to complet...
by M_Tee
Tue Apr 12, 2016 7:54 pm
Forum: General Stuff
Topic: NES fighting games
Replies: 72
Views: 13492

Re: NES fighting games

Thanks for the feedback, DRW. I'll keep it in mind. Two palettes per character isn't horrible. Especially if you maintain rough divisions like pants/torso, Contra style. Jax in the above image uses black, brown, grey for torso and black, red, grey for legs. It adds a single extra color, and by reusi...