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Every once and while, I come back and visit this piece and I am always floored by your wonderful technique. This piece serves as a real clinic on the versatility of low colour count. It would be remiss if I didn’t mention how exquisitely you dealt with shape and form. If you study each icon long enough, you can see how skillfully you dealt with some of the challenges and pitfalls that come with working so small. Excellent colour choice, ramp levels and pixel placement.
So we got Le Tigre (DB 16) and Blue Steel (DB32)…
When are you gunna drop Magnum on us DB? I believe I speak for all of us that we can wait to see how you pull off a 64 colour palette.
If you finished this I would buy an amiga just to play it.
Great job. Seems like no replies for a couple of years now, Thumbs up on the pallete and overall feel, I personally like the icons.
Whooaa, nice. Also like the Lorraine character with the 'subtle' Amiga logo referrals!
This is an awesome work man. Curious if you wouldnt mind me borrowing the palette you used here? it looks quite versatile :)
32c - omg ;0 excellent job, btw. the NEW amiga is coming (X1000), you should restart BabeAnoid project ;)
I love it.. its just too smooth for my taste, allmost like blury, but thats just a sign that ur skilled. 5/5
I'm baffled by the fact that my piece is currently ranked higher than this. Lovely work!
Well SEUCK (the Amiga version at least) was garbage I couldn't stand using for more than 5 minutes and GM I've been using for nearly 8 years and it's able to make pretty much any 2D game ya want (and some people have made some attempts at 3D but that's not my thing). Once I got past the limited drag n' drop part of GM and got right into the GML scripty codey stuff I found it very useful and it does remind me of my time using AMOS on Amiga.
@Zweck: If it has a 030-card it's most likely equipped with fast-ram as well...the perfect setup. If you want you can have the v2.5 dev/beta version (much more fun stuff :) ).
@Wolverine: Is Game Maker any any good or is it just another "Shoot-em-up Construction Kit"?
@DawnBringer: IIRC there is a rather huge HD so that shouldn't be a restriction. There might also be a speeder in it (030@28Mhz ??) but its been a while since my last session with it. There are quite some space issues if you got too much old hardware . Combine that with lack of time and emulators appear for most tasks. (I know, nothing can beat the real hardware though...)
I still have AMOS Professional all boxed almost as new. Don't know if the disks still work as my A1200 does not (it turns on but I think the disk drive is broken as it can't seem to load anything). Loved using that program almost as much as I enjoy the sorta similar Game Maker today.
@Zweckform: I think BA will work ok with a plain A1200 but probably slow down on occasion. However there is some settings/prefs that allows for reduction of some effects, this might help. The presence of fast-ram just makes an Amiga so much faster. AMOS is not fast, but no-one makes faster running code than I (and I'm using a lot of so-called extentions that provide improved commands & features)...it's just that BA is a pretty huge monster - fast ram really helps processing the large amount of loop-code. And I hope you have a HD in the miggy?...coz BA is not a disc-game (3 MB LHA-file).
@DawnBringer: Got a A1200 in my closet, that should be enough, but my A600 cries out in disbelieve. Is it due to AMOS that needs so high specs ? (Processor wise)
Bah, I was pretty close to guess on 'Lorraine' but i thought that would be too obvious...
Ah, that explains the design!
Finally someone has shown himself worthy!
Lorraine it is. The (code?)name of the first Amiga prototype. The panties is the first Amiga-logo. (The bra is boingballs from a famous demo).
@Frost: Well, the tagline of the game is "When 2 much ain't enough!". BA is NOT an example of consistent design...more like "'What else can I cram into it before it explodes!?"
Girl on the left, I'm going to guess Lorraine... or "VectorBoobs, RSI" ;-) Totally Amiga 500 retro, very much reminiscent of the era. Good work!
Yes, I found it a bit confusing. Even though it looks very good, the palette is well designed and used and all pixels are placed exactly where they should be, the layout and design is rather busy and it takes some time to figure out what is what. The panel to the right, for example, is way too cluttered with details. It is hard to see what's important to the game and what's just nice details. I think the game would benefit from a tad bit more simplistic design.
But, it still is the best looking Amos-game I've seen. :)
@Frost: Nope! (do you see a tail ;) ) You have to go further back in Amiga history... BA confusing??? Hehe...keeping track of inventory (F1-F6) and perhaps the bonus-ladder on the left is really the only things you should worry about...
@yrizoud: Thx 4 the confidence :) ...but mine wasn't the only piece of art that got this treatment.
@Zweckform: Well, if u have at least a 020 cpu + 1MB Fast Ram it will work fine. (Anybody interested in the cooler v2.5 beta/dev version can send me a mess).
@Petrichor: Now, why would u assume that?
@Wolverine: You are a man of great taste! (Actually, there is probably some room for improvement; the gfx is remapped to the new palette with quality loss - I spent much time redrawing and fixing...but there is still things that could be optimized for these new colors...but then again, I only have so much time & energy ;) )
@orenshtiv: Working with limited palettes & color depth helps.
@skan: It will bring a tear to MY eye when you finish your avatar!
@sharprm: Woke up on the wrong side of the bed, did we?
Thx to everybody else...
(Oh, yeah... and if you don't like the thighs(?) - my disclaimer is that they are cyborgs and don't have 100% exact human-anatomy. ;) Or perhaps it's coz all BA-pixelgfx are done without any references and have evolved/mutated over many years! )
I been looking at this more and more (not just cos of the ladies) because of the color usage and detail and vast amounts of very well defined little icons and the texturing. This is exactly the type of thing I really enjoy looking at in 2D games and easily my most favorite piece of pixel art submitted to this site in a very, very long time.
Tried to play it a while ago but the interface was a tad bit to confusing, and took a while to get used to.
Any chance the amiga-babe is named Amy?
Who said Amiga ? Just kiddin' - nice colours and neat gfx - should i dig out my Amiga and give the game a try ?
See, I would have assumed Dawn, but I'm silly like that. :P
I could spend forever staring at those little game icons.
Totally Amiga graphic style and totally needed in today's really graphically bland (in my opinion) indie-gaming scene. Great stuff.
DawnBringer you make some awesome work with colors! where did you earned that?
You should put a warning for nudity,"lite nudity" lol.
her name is 'commowhore amiga'. looks good but i don't like the leg muscles, makes em look less pretty.
Oh man this is so stylish. Crazy GUI design that still looks perfectly readable, 11-color ramp for the skin which still antialiases against 3 different backgrounds, even the approximative anatomy (simplified extremities, suspicious hips) doesn't detract much.
And to think this is merely a *collage* of game art...
Don't worry about the short exposure in "recent pixels", it's going to grab a place in Top 4, where it will stay until Dan Malone himself comes to challenge it.
The thighs kill it for me. The sharp lines make it look like that's just one very long, overdeveloped muscle.
Other than that, l really like it! And is her name Babe? :D
/fail
this rocks man, i tought there are 200 colours, but there are JUST 32 SO AWESOME
Good guess but nope, you are on the right track though (it's not Paula either)...
You should convert BabeAnoid in Unity and relase it on Steam!
Is one the best breakout clones EVER done and I still play it with WinUAE...