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dan h

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  1. damn...just before we wanted to save more data ...one harddisk partition of our falcon said goodbye. just not visible anymore. other partitions still wok though. dont actually know anymore how i could recover it now. any suggestions here ? cheers daniel
  2. Hi, I also used Neochrome Master....switched to Degas later though. We had an established codebase from the likes of Wings of Death and Lethal Excess but yeah, hard work... Your games had nice optics..played them all Cheers Daniel
  3. ST plus STE features like better digi samples and hardware scrolling...the usual stuff.
  4. Hi there, we are currently saving our Falcon Harddisks and a few things popped up.. thought I share a concept image of one of the ST projects we were doing at Eclipse way back. Note: Its just a screenshot, not a running proto. we were just toying with a few ideas using slightly more than 16 colors with carefully placed HBLs.... Hope you like it. We´ll probably post some more stuff in the next weeks or so. Greetings from Hamburg Daniel
  5. Hi Matthias I would leave Bomb and Ball Stage as nice-to-have memory-wise. Third fighter would be fantastic, all animations plus new ones and of course more backgrounds should also be there. Later
  6. I had to learn the hard way too, now having a backup system... hope it wont stop you...
  7. Hi, well, for the creation of Lynx or Jag gfx I use the classic Photoshop 7 with a Wacom tablet in indexed mode so you have some control over your colors. I also recommend a tool called "Promotion" from Cosmigo which is excellent for low res painting and sprite animation. Promotion has mighty color pal options and is ideal for 4 or 8 bit images as the tool runs in 8bit mode only. Promotion is the standard industry pixel tool for GBA development as it truly masters color pals because it breaks down the 8bit masterpal into 16x 4 bit colour pals. Its a little oldschool and takes some time to get familiar with but once you know how to handle the color options you dont wanna miss that tool for any low-res works. Cheers
  8. looks cool. i would go for outlines regardless of bright or dark backgrounds. cheers
  9. dan h

    Eerievale

    Lars´ game is a hell of a big task. Just the amount of preproduction docs is pure awesomeness and then you need people who can do jaguar tailor-made assets, hard to find these days. I am not surprised that this project is not finished yet and people should be really patient with this...and not be pushy all the best daniel
  10. ooops sorry, my messages were meant to be one message...was some technical fuckup on my side sorry
  11. Hi, my Jag delays annoy nobody more than me ! But I have my developer pride forbidding me to release anything half-baked. The Jag and Lynx deserve more games showing professional production value. Its the ONLY thing drawing attention from other retro scenes and truly helping the Atari scene. Eyeryone persuing homebrew on Jag and Lynx knows how much work it is to develop something impressive. My Jag plans are not over but delayed for real reasons I cannot reveal yet but is for the better for everyone. Sorry to Jagware for these delays, I know they could pull something off but I can only do one project now next to whats happening in my day-job. But...the Lynx game is not far away and we will share all infos with forums when we feel save enough to make a public announcements. ..a little patience and you are in for a nice surprise. Stay tuned Daniel PS: Its not gonna be the Iron Soldier game on Lynx...its based on the brand.
  12. Hi, the Jag plans are not over but to produce a top notch jag game it takes a serious amount of planning and work which does slow you down if you have only time at evenings and weekends. I will definetely show a few jag works but in our timeframe. It is simply not ok for me to present half-baked things...its my pride as a developer and we have a tradition of quality that we stick to. The next thing for us is the Lynx game and we will inform atari forums on a regular basis and its not far away. I believe that people will appreciate our results very much. Our Team is very motivated. Stay tuned and with a little patience you will see a real good support for the small Lynx game catalouge. Daniel
  13. Hello there, infos about our lynx game will follow shortly. We wont answer any questions until we are satisfied with preproduction results which is in progress so please be patient, we are busy regarding some people who like to bash me... we do what we can to bring our 5 cents to the atari culture but we do have some standards, if we feel that we cannot deliver a certain quality in a certain timeframe we will not proceed with ...lets say Jag games. I offered Jagware a collaboration (or vice-versa) but I will focus on our lynx game for now and then we will see. We are making real progress here and we rather work than debate, not to keep the scene out but to ensure our focus is on the production. enough said. greetings daniel
  14. agreed. I thought in terms of a full production , yeah it does help a lot if you can demostrate a finished game. very handy for an artist to "just" pixel over dummy assets. cheers
  15. @karri: I wouldnt recommend using those tiles and scale them down. i am afraid you will nedd to find somebody who can pixel them from scratch everything else will look extremely dogdy especially if you use 16 colors only. You need crystal clear tiles, its actually not that much work to do for a lynx game but hard to find a decent artist who can paint with 15 colours or less if you use transparencies.or you could scale them down and then you still need an artist who cleans all images. there are quite a lot of scene artists in the GBA or DS scene. all the best with your game. daniel
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