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Graphics Geekery


jrok

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Okay, I finished the figure. Shes got legs, but she doesn't know how to use them. :roll:

 

Spread? :D

 

How about making something like Sex Games for the Commodore 64? You must jiggle the joystick in synch to make two people have sex.

 

And sum tekkno music for it. :music: Yuuppeeeeaaaaa!!!

 

LOL. Okay, I'm beginning to think now that it was a mistake to make this a "nude study." I better draw some clothes on this girl right quick... the vultures are circling :)

We say NO to censorship!!! :P

 

@ neotokeo:

Nice Video! :thumbsup: :D

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looks like 3d-modeling for a mystique game - a'la custers revenge :roll:

 

Hey, Porky's had nudity, and that was even sold in 'ordinary' stores.

 

Heh, yeah. Although it's a little unfair to call those lego blocks "nudity." Maybe we need to come up a new term for that stuff.

 

Crudity?

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I've been thinking of uses for this technique that go beyond 8-bit softcore porn. I've thought this could be useful for screens that tell the players that they picked up a certain item, such as a key. It could go like "You have picked up a blue key" and have the game show a spinning blue key, then it goes back to regular gameplay.

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And remember, if you complain about a non-sexual picture of a naked girl, you point a finger at yourself. It just means that you're afraid you won't be able to stop the pork in your pants from protruding and it makes you angry. You must rid the world of all nudity or your perverted mind will be exposed! :D

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I'm going to use some 'graphics-geekery' for ballblazer too. I hope to render the rotofoils internally, in a high resolution, and then scale them down to the quad-size player resolution. With some short-cuts it should not cost too much cycles. When the rotofoils move in subpixels, there will be the bonus resolution.

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I'm going to use some 'graphics-geekery' for ballblazer too. I hope to render the rotofoils internally, in a high resolution, and then scale them down to the quad-size player resolution. With some short-cuts it should not cost too much cycles. When the rotofoils move in subpixels, there will be the bonus resolution.

 

That's not geeky! That is COOL!!! :cool:

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Okay, I've tried a simple walk cycle with my model. Left or right joystick input cause her to walk in either direction, including an 8-frame turning animation when swtiching directions. It was just too awkard to draw simple clothing on this experiment, so in order to PG it somehwat I've only used the rear 180 for turning and have turned her skin to uh "marble." The animation still looks a little "Mr. Roboto" so it needs work, but I thought I'd post some progress.

 

FHuman_turn_walk.bin

 

On a side note, I'd love to see some other ongoing 2600 graphics projects on here if possible. I've gotten a glimpse of some really artsy stuff by some AA members over the past few days, and would love to see a real 8-bit art thread come to life!

 

Cheers!

Jarod.

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  • 1 month later...
(*I really didn't know whether this was the proper place to post this, but none of the other forums seemed to quite fit.)

 

I've been experimenting with 2600 sprite graphics for the last couple of months, and yesterday I decided to try to see how "realistic" a depiction of human figures I could achieve working from scratch. So far it's been pretty fun (if painstaking), although I'm not sure if any of these experiments will ever be useful for games.

 

Anyway, the first challenge I set out for myself was to try to animate a figure turning 360 degrees in 36 frames. The camera angle here is straight-on (perpendicular to the model). The animation is composed of an adjacent P0 and P1 that progress through 18 frames. The model is symetrical, so at frame 19, the sprites swap positions and flip reflection properties to complete the remaining 18 frames of the movement. Only the top two-thirds of the figure is visible now, so I think the next step for this binary would be to complete the figure's legs, and add some user control to the direction and velocity of the turning movement.

 

Although feedback would be much appreciated, the other reason I started this thread is because I noticed that - while there are some really spectacular artists here - there doesn't seem to be a forum dedicated to the topic of retro graphics in particular. Like a lot of people here, I'm mainly drawn to classic gaming by the notion that gameplay, not graphics, is king. But, also like a lot of people here, I really like seeing graphic artists and animators challenge themsleves with the limited tools of older hardware. It would be nice to have a place at AA for 8-bit animators and graphic designers to showcase their stuff, share ideas and talk about techniques, tools, etc.

 

Cheers,

Jarod.

 

Important: Although there's nothing pornographic or explicit about the attached animation, I suppose that the figure is technically a "nude." So, if that sort of thing bothers you, please don't download the binary.

 

EDT: I think the illusion works better at a higher framerate

 

FHuman_360_v1.bin

 

 

 

 

So are you thinking of programming an updated version of "Custer's Revenge" and this is a test graphic???

 

Ha Ha Ha

 

AdeptRapier

 

:)

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