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General discussion - Graphics for MSX Dev anyone?

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Graphics for MSX Dev anyone?

Huey
msx professional
Berichten: 582
Geplaatst: 27 April 2006, 12:57   
And it makes my pixeling a lot easier. Although i have no clue what to do with all the buttons yet.
Only sprite animation are made in age and then redrawn in polka
That's tedious

GhostwriterP
msx addict
Berichten: 305
Geplaatst: 27 April 2006, 13:02   
Then don't...
Single colored sprites are easy to convert.
wolf_
online

msx legend
Berichten: 4663
Geplaatst: 27 April 2006, 13:33   
huey, which buttons do you need info on? (did you read the manual?)
Huey
msx professional
Berichten: 582
Geplaatst: 27 April 2006, 13:47   
The small - orange/green/lightgreen/purple buttons. They won't do what I think they do. I tried the manaual but it's a bit unclear without actual referencing (using a screenshot). It's not that it is making me impossible to work. I just don't have the urge to find out the trail-and-error way.
wolf_
online

msx legend
Berichten: 4663
Geplaatst: 27 April 2006, 14:44   
The left column of orange/green/lgreen/purple is to choose drawmode with the mouse. The similar colored buttons on the right of those are just extra options for those drawmodes.

RMB=rightmousebutton on tiles
LMB=leftmousebutton on tiles

[button right of the column]


Orange: normal draw        [RMB:copy]  [RMB: swap]
Green: LMB: startblock, RMB: endblock    [save block]  [copy block]  [clear blockselection]  [convert blockselection to 'use']
LGreen: draw block       [load block (*.p)]
Purple: use-marker, LMB: mark, RMB: unmark     [invert use markers]  [all unmarked]


'use': marked tiles are saved when e.g. exporting raw data. Was a suggestion from Viejo, so he could draw a font (not using all 256 tiles) and only export the tiles used by his font, and not the rest.
Huey
msx professional
Berichten: 582
Geplaatst: 27 April 2006, 14:59   
Hmm the block saving thing is a handy option..........
Thanks for the info.
wolf_
online

msx legend
Berichten: 4663
Geplaatst: 27 April 2006, 15:00   
That block-saving is by far the most-used option here.. handy to make a library of small objects.. (btw, you can setup paths eh, button all top-right, handy for libraries!)
MäSäXi
msx addict
Berichten: 418
Geplaatst: 29 April 2006, 07:29   
Quote:

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.




Why don´t you all just forget japanese games... play european games instead and your own games stop to look like japanese...
wolf_
online

msx legend
Berichten: 4663
Geplaatst: 29 April 2006, 10:43   
Can you describe the difference (style/gfx-wise) between quality JP games and quality EU games?
GhostwriterP
msx addict
Berichten: 305
Geplaatst: 29 April 2006, 10:51   
only 2 colors...
wolf_
online

msx legend
Berichten: 4663
Geplaatst: 29 April 2006, 10:59   
Figured so already, so that would be hardly interresting, meaning one keeps looking at JP games for inspiration..
Huey
msx professional
Berichten: 582
Geplaatst: 29 April 2006, 11:04   
Colorfull SD graphics make me happy/nostaligc. I go with wolf...... Altough jack the nipper's gfx is kinda good (snout features in this game. Or was it the other way around. )
MäSäXi
msx addict
Berichten: 418
Geplaatst: 29 April 2006, 20:14   
I meant forget about using Manga style as your inspiration... then your own game hero do not look like King´s Valley II hero anymore..

If it feels hard to make original graphics, if all your work looks like japanese, why you don´t just be yourself? Draw what YOU like, not what japanese manga artists and your friends like. That´s what I am talking about.

It´s that simple.
LeandroCorreia
msx addict
Berichten: 449
Geplaatst: 29 April 2006, 20:33   
Well, IMHO, SD japanese style for sprites is not an option. It's the best way to create a character in a tiny 16 x 16 space and keeping its face (the most important part in a character to express its personality) intact.

European games usually had excellent drawn graphics (especially Topo, Zeus and Dinamic), but unfortunately most were shameless Spectrum conversions, so they do not technically explore the MSX1 graphics potential. That's why I prefer japanese games, they have a good balance between technical and artistic jobs.
MäSäXi
msx addict
Berichten: 418
Geplaatst: 01 Mei 2006, 09:05   
Well... maybe now it is time to start to do something to show that European games are also good looking AND CoLoUrFuL! And as we are child of "age-of-spectrum-conversions", we should start to be proud about being European MSX games programmers, not just copying japanese style while shaming and/or forgetting your own style!

I of course like to look well done japanese graphics ( and badly done too... ) , but it just feels weird that "everybody" is making their games looking JAPANESE.... as most of you MRC folks probably do not live in japan... well... of course there´s nothing bad in it, but I personally always prefer that people should be ORIGINAL!

Partly this is because I am really bored to see manga style EVERYWHERE! But people have different tastes, of course.....
 
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