vanja's Recent Forum Activity

  • <img src="http://cheesepirate.com/tmp/drafling_07.jpg">

    The Drafling, a character from Everquest lore. He doesn't appear as an NPC in the games, but is mentioned in many EQ2 stories and quests: "Looking just like a halfling, the man had lizard scales covering his entire body, and two small little horns sprouting from the top of his head. He was chewing on a small wooden stick, and would puff smoke between words."

  • I got it from a graphic pack, but i cant remember where.

    Its not supposed to be in the game though (and its already been taken out) :lol:

    , it was just for testing, im doing 3d model work at the momment ;)

    Graphics pack? Hmm... :/ You'd make me a happy bunny if you could remember where.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Looks good so far, one thing in particular caught my eye in that video though:

    Tonka (gfx)

    Video of gameplay so far:

    Subscribe to Construct videos now

    <img src="http://cheesepirate.com/games/retrogradewalker.png">

    <img src="http://cheesepirate.com/games/walker.gif">

    OI! That's my walker! You cheeky sods! :P

    Now I'm curious, where did you get it from?

    Is the Tonka who is doing the game graphics Gareth "Tonka" Dolloway (of Cosine fame)? Thought he only did music though, so it's probably a different Tonka?

  • Here are a couple Amiga (remember those?) pictures I did...and one I never finished:

    <img src="http://cheesepirate.com/amiga/art/roxx.gif">

    ^ 32 colours

    <img src="http://cheesepirate.com/amiga/art/sub.gif">

    ^ 32 colours

    <img src="http://cheesepirate.com/amiga/art/dizznee.gif">

    ^ this has been rotting on my harddrive for about 12 years now

  • Thank you guys :)

    Was it all done by mouse or tablet?

    Most of those were done with a mouse, and some were actually done with the keyboard.

    The C64 paint program I used from 1992-2006 had keyboard control for drawing. I used the cursor keys to move around on the screen and 1, 2, 3, 4 to set different coloured pixels. Control + 1-8 and the Commodore key + 1-8 were used to copy colours from the palette (16 glorious colours predefined by the designers of the graphic chip) to the 4x8 pixel block I was working on. If you think this sounds bad, also bear in mind that the C64 only has two cursor keys, one for up/down and one for left/right, so you have to press shift+down to get up.

    This picture was the last one I did in that program, using the keyboard:

    <img src="http://cheesepirate.com/c64/art/summer_in_the_city.png">

    The program I used before this (from the 1980s until 1992) had joystick control, which was far worse.

  • The OP wrote artworks/concept arts so I'll take the risk of posting some of the Commodore 64 pictures I've done, they certainly aren't concept art but they might qualify as artworks. Some are in multicolour bitmap mode (160x200 pixels, 3 colours + screen colour for each 4x8 pixel block) and some are in singlecolour bitmap mode (320x200 pixels, 2 colours total for each 8x8 pixel block), a couple use sprite/raster timing trickery to put graphics in the borders and two of them use intense raster timing majic to squeeze more than 3 colours+background colour into each 4x8 block.

    <img src="http://cheesepirate.com/c64/art/purple.png">

    <img src="http://cheesepirate.com/c64/art/song_of_the_sunset.png">

    <img src="http://cheesepirate.com/c64/art/funkscientist.png">

    <img src="http://cheesepirate.com/c64/art/silence_of_the_moon.png">

    <img src="http://cheesepirate.com/c64/art/sheep.png">

    <img src="http://cheesepirate.com/c64/art/i_can_has_roasted_marshmallow.png">

    <img src="http://cheesepirate.com/c64/art/weeee.png">

    <img src="http://cheesepirate.com/c64/art/missing_you.png">

    <img src="http://cheesepirate.com/c64/art/commoduck.png">

    <img src="http://cheesepirate.com/c64/art/the_short_the_mule_and_the_ugly.png">

    <img src="http://cheesepirate.com/c64/art/croc_&_possum.png">

    <img src="http://cheesepirate.com/c64/art/aussie_animals.png">

    <img src="http://cheesepirate.com/c64/art/sinners_all.png">

    <img src="http://cheesepirate.com/c64/art/mermaid_vs_blackbeltjones.png">

    <img src="http://cheesepirate.com/c64/art/muir_oigh.png">

    <img src="http://cheesepirate.com/c64/art/arcane.png">

    <img src="http://cheesepirate.com/c64/art/brute.png">

    <img src="http://cheesepirate.com/c64/art/summer_in_the_city.png">

    <img src="http://cheesepirate.com/c64/art/self_portrait_with_unicorns.png">

  • <img src="http://dl.dropbox.com/u/1010927/Photoz/Stonecow.png">

    Another TowerClimb boss concept I did today.

    Cool! That's one scary cow!

  • That's a good thing you're doing! Let's just hope you never have to use your training. :)

    chicks totally dig environmental guys. Right?

    A handful of chicken feed might be more effective.

    Not to be judgmental or anything but I hope your love is purely platonic!

    <img src="http://www.cooltownstudios.com/images/chicken-egg.jpg">

    Personally I dig guys who don't accuse me of being poultry.

  • <img src="http://cheesepirate.com/games/asteroids_01c.png">

    ^ Did some more background asteroids for my space shooter. :)

    <img src="http://cheesepirate.com/games/asteroids_01.png">

    ^ Normal size...and easier to grab individual rocks from, in case anyone wants to borrow some for placeholder graphics.

  • Scary but fun! And a really neat idea.

    I love the lowres graphics, if it wasn't for the mouse drawing bit I could totally see this as a game for a late 70s console.

    The invisible platforms also give me warm fuzzy memories of a certain Pac-Man-inspired game for the G7000 which has some mazes where the walls go invisible when you move your character.

  • Thank you for the kind words Abhilash! :)

    (...) sort of difficult to play. (...) maybe lower the difficulty a bit.

    I completely agree with you on this. I don't exactly have ?ber ninja skills when it comes to playing shoot'em up games myself, so I'm thinking I should add a few different difficulty settings, "easy" for people like me, "medium" for normal casual players and "impossible" for the hardcore shoot'em up fanatics.

    One thing is certain, the game will start with easy aliens to kill, not like it is now. The big skull is meant to be a mid-level guardian thing, and by the time you get to that you should have some upgrades to help you. And I think you should be able to keep at least some of the upgrades after dying, I don't want it to be one of those games where you might as well start from the beginning again if you die.

    P.S how did you make those sprites, i mean which software??

    Most of them were drawn in Deluxe Paint 4 or 5 on an Amiga computer.

    The background asteroid and the skull laser were drawn in Pro Motion which is similar to DeluxePaint. That's what I'm using these days, it is an excellent program for drawing and animating pixel graphics. It's a commercial product though, the current version costs $78.

    GrafX2 is a free alternative, the old versions were for DOS but the new team working on it has ported it to Windows and other systems, version 2.2 was released on March 22, 2010.

  • This is my first attempt at making something with Construct since I downloaded it a couple days ago, it's still got a long way to go but it's beginning to resemble a game now. Neither the graphics nor the game itself will win any originality awards, but hey, I like space shooters, I had the graphics already, and I figured it was a good type of game to start with when trying to learn how Construct works, nothing too complicated.

    <img src="http://cheesepirate.com/games/shooter_v0.05a.jpg">

    Latest version (May 9th, 2010):

    http://cheesepirate.com/games/shooter_v0.05a.zip

    Cursor keys to move, space or enter (keypad enter for all the left handed people) to shoot. Hold space/enter down for autofire or tap like mad to shoot faster.

    The big skull drops weapon powerups when killed. There is no player death yet, just a test shield counter above the player ship. If your shield drops below 0 you lose all your weapon powerups and your shield is reset to 350.

      There is tons left to add, and a lot of tweaking to be done:
    • I did most of the 16 colour graphics back in the late 1990s so I'll be doing new backgrounds and bits and pieces where needed.
    • The music is just a testtune (not by me) and is being replaced.
    • The player ship will be animated.
    • It's not very playable at the moment, making it fun to play is going to take me a lot of time.
    • The skull won't be the first enemy you face in the finished game, but a midlevel guardian type thing.
    • There will be lots of other alien ships and monsters, air and ground based.
    • I'll be adding different types of powerups: shield refill, extra lives etc., shoot the powerup to make it change colour and type before collecting it.
    • There will be a score counter, a graphical shield display, ships left counter etc.
    • The text to speech stuff is getting replaced with proper samples.
    • There will be a title screen and a highscore table.
    • There will be proper levels, hopefully.
    • Online multiplayer version? Now that'd be something.

    I'll be posting updates here if I make any half decent progress.

vanja's avatar

vanja

Member since 9 May, 2010

None one is following vanja yet!

Trophy Case

  • 14-Year Club

Progress

14/44
How to earn trophies