 | ptoing @ 11/22/2009 12:58:02 PM commented on Collaboration tiles I concur as well.
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 | ptoing @ 11/12/2009 10:04:59 AM commented on Yonisaurus Haha, Yonisaurus is an awesome name indeed. Good stuff :D
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 | ptoing @ 11/10/2009 6:39:23 PM commented on Hexquisite Two (Severe Nudity) Nice one :) Glad you enjoyed my palette.
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 | ptoing @ 10/20/2009 7:52:29 AM commented on Mini Dexter & Debra Morgan Dexter's face works pretty well. Tho the other one does look nothing like Deborah.
She has a bigger chin for one thing. Also she has auburn and not black hair.
Actually your sprite looks more like the psycho bitch from season 2.
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 | ptoing @ 10/11/2009 11:32:23 AM commented on Trying Something New. . . Nice stuff. Some of the aa is a bit blurry in places.
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 | ptoing @ 10/9/2009 3:53:27 AM commented on 8 Colour Mugs 1st on the 2nd row would be 5th, no? unless you start counting with 0 :P
I changed the preview a bit to be perhaps a tad more attractive.
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| | ptoing @ 10/8/2009 3:05:37 PM commented on Big Bird FUCK ADS! GO content blocking!
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 | ptoing @ 10/8/2009 2:15:27 PM commented on Nerdic Loving @db: Algorithmically? It's not like he coded something that then generated something based on that code. He still had to pixel the layers of the 3D models (which is how Qubicle works iirc). The most boring step in any iso work is construction anyway, and at the same time it can be done by any monkey with half a brain. So where lies the problem if one goes and speeds the construction step up a bit by using 3D?
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 | ptoing @ 10/8/2009 1:15:16 PM commented on Cake Maker Sorry to bring this in here, but I have to say, nope, jalonso.
There are cases where 45 degree lines benefit from a line of aa and that is when the 2 colours which touch have a huge jump in value/contrast. In such cases it can look better if they are aa'ed.
In the case at hand it's not really needed tho.
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 | ptoing @ 10/8/2009 9:06:56 AM commented on HEXQUISITE CORPSE COLLAB tiles 31, 81 & 90 I'm waiting for the next one too :o
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| | ptoing @ 10/7/2009 9:26:22 PM commented on Big Bird Judging from the screenshots on mobygames it used normal interlace, as in 320x512.
The normal 4 Amiga modes are
lo-res (320x256),
med-res (640x256) which can be seen as the native resolution
and then interlace and hi-res (which is medres interlace) which boost the vertical res to 512 by interlacing and killing your eyes D:
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| | ptoing @ 10/7/2009 7:27:25 PM commented on Big Bird Well, one could argue that 640x256 med-res is the native resolution of the Amiga seeing as it can scroll "half" pixels in 320x256 lores, where the pixelswidth is doubled and thus the colour resolution increased because only every second pixel needs a colour update \o/
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| | ptoing @ 10/6/2009 8:13:07 PM commented on Big Bird Heh, simply colour limitations are of course a restriction but it colour limitation alone does not create a lot of what I would call dialogue between user and media (or art and the artist).
If you have more strict restrictions (such as C64 multicolour mode) you wanna do something but then the limits say, haha, that does not work. So you have to rethink your approach and by doing this you might come up with solutions which you would never have considered if you would have no or only colour limits.
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| | ptoing @ 10/6/2009 12:23:23 PM commented on Big Bird gr: Have you ever worked with any serious limitation? Imo limitations breed creativity, most of all because they make you think.
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 | ptoing @ 10/6/2009 11:28:17 AM commented on Patience is a virtue :P Heh, just recreated this in Promotion to see how long it would take. 13 minutes.
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 | ptoing @ 10/6/2009 7:42:54 AM commented on EGA Spaceman Haha, oh man. Looking at this again made me realised that the black under the chin can be read as a mouth and the red line below as his lower lip. That actually makes for a hilarious face. I can't unsee it now :o
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 | ptoing @ 10/6/2009 12:59:32 AM commented on Monkey Passport I likes
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 | ptoing @ 10/3/2009 2:06:37 PM commented on Nerdic Loving I would say it's still pixelart, esp since you have to pixel the layers of the 3D models in Qubicle. It's more like voxels.
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| | ptoing @ 10/2/2009 6:05:05 PM commented on Big Bird It was bad when it came out ;)
There was way more advanced stuff even in the early 90s one the Amiga.
Not knowing better tools does not make something bad good magically.
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| | ptoing @ 10/2/2009 12:26:49 PM commented on Big Bird I cast unlimited undo onto all the MSPaintors! Thems be gone!
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| | ptoing @ 10/2/2009 11:58:24 AM commented on Big Bird Just wondering, has anything progressed about the collab function? It's been over a year now, no?
Edit: And MSPaint sucks :D
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 | ptoing @ 10/2/2009 11:08:28 AM commented on Chunk Funk You wish!
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 | ptoing @ 10/2/2009 3:29:39 AM commented on SoundBytes round 5 I like the interference table pattern \m/
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| | ptoing @ 10/1/2009 8:49:26 PM commented on Big Bird Still makes no difference in practise. If you have a 24inch monitor set to 1920x1200 you can go measure it and see how many ppi you have, but your pixels are still always the same, no matter which program you open an image in.
Also as far as printing and scanning and such goes ppi and dpi are the same.
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| | ptoing @ 10/1/2009 7:44:37 PM commented on Big Bird DPI has nothing to do whatsoever with screen resolution. It's just how many pixels get fiddled into one inch upon printing. If you want to print your pixelstuff at some other DPI than 72 you could just adjust that in the end with PS or even with something like Irfan View.
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