The final challenge in our Halloween-o'-thon - using tall pixels, depict a scene based on the Slender Man myth. You should at least include these characteristics of Slender Man in your entry:
Tall pixels mean that each pixel should be twice the height of a regular pixel. For some examples check out the previous tall pixel challenge. Remember to double check your pixels before submitting.
Canvas Size - Unrestricted. However, the height must be a multiple of 2.
Colours - Max 8.
Transparency - No.
Animation - No.
The challenge thread will have all the challenge updates. The thread is also a great place to post your WIPs.
Is the concept of tall/wide pixels so hard to understand? Half of the entries were obivously drawn for square pixels then just stretched vertically.
Well, the Amiga supported overlapping screens, so f.ex you could have entirely different screens at the bottom & top for the interface. Characters wouldn't need their own colors; Bobs (blitter objects) would share all the colors of its screen. Each Sprite pair would use a number of specific colors-indexes (but there are many tricks and hacks to squeeze more out of sprites).
I sort of understand how they work with memory, but I'm a touch confused with hoew they effect gameplay and graphics. I was honestly thinking along the lines of the game Lionheart on the Amiga, which had very distinctive layers. So - 4 colours for a back ground, 4 colours for the play area, 4 colours for foreground and 4 colours for character, enemies and HUD elements.
No, it's about computer memory structure. Every bitplane represents a screen/layer with 1 bit of data...colors = 2^bitplanes. Bitplanes make up a screen just like bits would make up a Byte of memory. Four bitplanes: 2^4 = 16 colors/indexes.
Dang, I completely misunderstood this challenge. I was almost done, then I looked at the other entries and realised how off I was.
Thanks DB =)
I probably won't get anything done for this challenge but I'm keen to do some tall pixels
Also, by 4 bitplanes that's like 4 layers right. So character, stage assets, BG parralax and BG?
You would think I'd have learnt all the terminology by now.
Amiga OCS Hires (Tall pixels), 640x256 pixels (Normal mode, PAL) with 16 colors max (4 bitplanes), from a 12bit-palette (16 shades of R,G & B = 4096 possible colors).
Question anyone know of he other limitations to say the amiga modes that feature tall pixels. Pallet range, if there are char set limitations (sorry - been playing with the C64 of recent).
I probably won't get time to do this between exam study and NaNoWriMo but hey. I might do.
Well, it would just be a bunch of tall pixels, except the tall pixels are always bunched together in groups of two.
I don't think that would fall within the specifications. It does say tall pixels, not just 2x pixels.
Yes. However, that would defeat the purpose entirely. Don't do it.
hey, can I make wide pixels (double pixels that are doubled horizontally)?
Guys, use Grafx2, it allows drawing tall pixels and prevents errors!
ooh.the restrictions are kinda hard for me.i gtta practice more...MORE!
"Slender Pixels" "Tall Bunyan" That's very pun-ny of you.
Also, might join this as my first Challenge!
Hope that wasnt sarcastic. I like the theme, might join it, but not with 3 entries.
Then you should have no trouble winning all three places again, Philippe.
this sounds more like an activity then a challenge ~~ not really challenging.
Joining this one just because I've never worked with tall pixels.
Might do something coz tall pixels remind me of my first challenge =)
The rules clearly state the requrement for tall pixels, and then state that the canvas height must be a multiple of 2, e.g. 32, 68 or any other even number (otherwise at least one row of pixels is not going to be "tall"). I don't really see what the confusion is all about :)
It means that the height of the canvas must be the width x2, isn't it? Or this restriction only refers to the type of pixels?
I also did not get it, then I reread and realized that they are asking for tall pixels. I think the tall pixel requirement should be more clear in the description!!! Somehow it is easy to read over..
What's the logic of the "multiple of 2" height? That's about as restrictive as "Max 256" colours.
Perhaps it was meant to be height two times the width?
Pretty cool idea- though I think it would be better if it wasn't strictly restricted to Slenderman- perhaps being any seemingly normal yet creepy figure/character. Oh well. I've always wanted to try tall pixels anyway.
That stretching is quite tempting, with the actual theme, I say. I was planning to use a grid like this to surely avoid it, but I quit quickly while attempting to use it for the text.
Now I'm not sure whether it would be allowed. Do they count as tall pixels? With the frame cropped.