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Hill Top Zone Level Art for HTZ

#46 User is offline Daveydude 

Posted 28 March 2010 - 05:38 AM

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I am so horrible at art in general all I could hope to attempt was the door. Here it is without the lights. I still can't figure out how to work half these editing programs flunked.png but anyway here you go. Feel free to flame and edit as I can't be bothered making the changes with my inferior knowledge of these programs.

And yes I know the shine is different in the original.

Please note this is my first computer graphic EVER so I am satisfied and probably will never attempt again... unless I need to do next to nothing.


EDIT: Added comparison
EDIT 2: Hmmm... taking a second look, it needs to be a bit darker... thanks DalekSam, I might post one tomorrow.
This post has been edited by Daveydude: 28 March 2010 - 05:45 AM

#47 User is offline DalekSam 

Posted 28 March 2010 - 05:39 AM

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That actually looks pretty good, considering the source material! I'd tone down on gradients (or at least make them smoother), but hey, as you say, it's your first attempt at stuff like this. smile.png

#48 User is offline Meph 

Posted 28 March 2010 - 02:46 PM

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QUOTE (Daveydude @ Mar 28 2010, 11:38 AM)
Here it is without the lights.

Lights? I thought it was lava? smile.png

#49 User is offline nineko 

Posted 28 March 2010 - 03:49 PM

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QUOTE (Meph @ Mar 28 2010, 09:46 PM)
QUOTE (Daveydude @ Mar 28 2010, 11:38 AM)
Here it is without the lights.

Lights? I thought it was lava? smile.png
It uses the lava palette, but it makes no sense for a door to have lava inside. They're probably lights, when you can display only 61 colors on the screen at the same time you just use the first flashing yellow you have available.

#50 User is offline Drex 

Posted 28 March 2010 - 04:02 PM

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I think the lights could look like a yellow and red police beacon:



Except viewed from above and fading in and out.

#51 User is offline Daveydude 

Posted 28 March 2010 - 06:22 PM

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QUOTE (Drex @ Mar 29 2010, 08:02 AM)
I think the lights could look like a yellow and red police beacon:



Except viewed from above and fading in and out.

The only problem there is that it is bright every fourth rotation on the original (Dark, Meduim, Bright, Medium). Even the fading in and out won't quite acount for that. it would still look awkward. It goes in a rectangular motion, not circular. I can't say I know how to do that part quite right, it feels to me it would look strange no mater how I did it.

EDIT: The new one is in the middle.

This post has been edited by Daveydude: 28 March 2010 - 06:37 PM

#52 User is offline test-object 

Posted 03 April 2010 - 07:24 AM

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With thanks to Daveydude



Red alarms will come later on.

#53 User is offline Daveydude 

Posted 03 April 2010 - 07:54 PM

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Thats much better, thanks for fixing that up. I wasn't to sure about the bar on the right but ok. It kind of appears out of place.

#54 User is offline T.Q. 

Posted 24 April 2010 - 01:46 AM

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QUOTE (zemulii @ Apr 24 2010, 12:44 AM)
I wish people would be a little more vocal about what they're working on (kind of ironic isn't it).

Based on what I've been following in this forum, here's the latest arts, not necessarily complete. Maybe those whose arts are featured here can provide a status report (e.g. How's the art coming along? Have there been fixes made recently? Have you thought about continuing with the design or starting in a new direction? etc....)

Stuff like the tree, seesaw, and rock, I'm guessing, are not pressing issues anymore because they just need polishing. And if polishing isn't done, well then just deal with these ones.

Maybe these pictures can be placed in the current goals section for folks to see what the latest graphics are, along with who worked on them last?

No takers, so far, regarding:
- "S Tunnel Metablock"
- Lava
- HTZ Boss

Eagle by Extreme-Giga:

+ Recommended adjustment:


Seesaw/Catapult by test-object:


HTZ Tree by test-object:


HTZ Rock by test-object:


Skilift Platform by ancara:


Flames by many people:


Automatic Door by Daveydude:

+ Recommended adjustment:


Rexon by Sonica:


Spiker by Cropys:


#55 User is offline Gambit 

Posted 24 April 2010 - 11:04 AM

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I might take a jab at the S-Tunnel myself since that thing is something of a daunting task (it's eight 16x16 blocks of tiles put together and it has lots of curves that need to be perfect).

The seesaw looks pretty good now, so I don't think much, if anything, will need to be done to that.

The tree I'm not entirely happy with. The biggest thing that bothers me is the top, but that's mostly because it looks so flat.

I think the rock could be better, but I'd like to see some tests done with how to animate it breaking apart before it's revised. We discussed a few options earlier in this thread, I know. Could be that we just go with the original way it breaks, but I think we could find something more interesting for it.

That platform needs some attention, obviously.

The door looks good, though I'll have to see it in-game before I know for sure if anything needs to be altered.

We've had some ideas for fire that the enemies would use, but the fire pits are still up in the air. That and the fire may change between the enemies as well (so a buzzer might have a different looking fire than a ghora), so it's a bit of a toss-up.

#56 User is offline synchronizer 

Posted 24 April 2010 - 12:42 PM

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QUOTE (test-object @ Apr 3 2010, 08:24 AM)
With thanks to Daveydude



Red alarms will come later on.


That looks great, but I think the tube shape needs to look more bulged toward the player. In the original sprite, the "bricks" and the tube were side by side. In this remastering, it looks like the bricks protrude more than the tube does.

#57 User is offline Solaris Paradox 

Posted 24 April 2010 - 10:40 PM

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Will Sol's fireballs have an animation for flying at you this time? I always found it kind of irritating that the flame is always vertically oriented regardless. It'd be pretty cool if it actually looked like a moving fireball this time.

#58 User is offline Gambit 

Posted 24 April 2010 - 11:20 PM

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I don't see any reason why they shouldn't have some new animations.

#59 User is offline HeartAttack 

Posted 25 April 2010 - 12:45 AM

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The only reflection I see on Sol is the glare on top from the sun. I don't know if it's been talked about before, but maybe the flames spinning around Sol can eventually cast a glow and/or reflection on him as they spin around him?
This post has been edited by HeartAttack: 25 April 2010 - 12:50 AM

#60 User is offline Solaris Paradox 

Posted 25 April 2010 - 05:39 AM

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QUOTE (HeartAttack @ Apr 25 2010, 01:45 AM)
The only reflection I see on Sol is the glare on top from the sun. I don't know if it's been talked about before, but maybe the flames spinning around Sol can eventually cast a glow and/or reflection on him as they spin around him?


Wouldn't that be difficult to pull off in sprite form?

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