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R'n'D 64 - Yams are a bit better now

Posted: Fri Jun 22, 2018 6:24 pm
by Eizzoux
Few months ago I shown you a progress video of R'n'D 64. In this video you could see how, for example, Yam-yams are looking there. I agree, they look kinda... crazy, I don't know... Now they're changed in a better way. Their eyes and teeth got a little polish to look smoother.
Yam-yams in R'n'D 64 before/after changes
Yam-yams in R'n'D 64 before/after changes
sudh.png (23.69 KiB) Viewed 27654 times

R'n'D 64 - Penguins' white outline

Posted: Fri Jul 27, 2018 6:27 am
by Eizzoux
I'm not sure about adding white outline like what they have in the original game. I just think they would look kind of better if they don't have it.
hukfa.png
hukfa.png (163.09 KiB) Viewed 27579 times

Re: R'n'D 64 - CE, GE and REF elements

Posted: Sat Jul 28, 2018 12:52 pm
by ncrecc
These are really good graphics, especially Rockford's idle animation. Keep it up!

R'n'D 64 - some MM GIFs, because why not :v

Posted: Tue Jul 31, 2018 6:35 pm
by Eizzoux
Here're some GIFs of MM elements rotating, because... well, why not? :D
DF Mirror
DF Mirror
Honeycam 2018-07-22 07-38-39.gif (12.03 KiB) Viewed 27543 times
MM Mirror
MM Mirror
Honeycam 2018-07-22 07-40-09.gif (24.91 KiB) Viewed 27543 times
DF Polarizers
DF Polarizers
Honeycam 2018-07-22 07-57-04.gif (23.55 KiB) Viewed 27543 times
MM Single polarizer
MM Single polarizer
Honeycam 2018-07-22 07-49-14.gif (10.05 KiB) Viewed 27543 times
MM Cross polarizer
MM Cross polarizer
Honeycam 2018-07-22 07-51-05.gif (5.81 KiB) Viewed 27543 times
MM Red Beam Teleport
MM Red Beam Teleport
Honeycam 2018-07-22 07-43-42.gif (9.34 KiB) Viewed 27543 times

R'n'D 64 - Mods info on INFO page

Posted: Sat Sep 08, 2018 3:34 pm
by Eizzoux
I mentioned earlier R'n'D 64 is gonna have some kind of "MODS". Of course, they won't be togglable right in game, but you'll see able
to see state of each mod on the info screen (only in "moddable" state). To toggle them on or off you'll need, maybe, to move certain conf files from disabled mods folder or remove "X" from name of needed conf, not really sure... I just can't really find alternative optimal way to toggle these mods.
r641.jpg
r641.jpg (182.84 KiB) Viewed 27342 times
r642.jpg
r642.jpg (262.21 KiB) Viewed 27342 times

R'n'D 64 - tape recorder font

Posted: Tue Oct 09, 2018 3:51 am
by Eizzoux
I'm not sure about changing some of characters of the tape recorder font

R'n'D 64 - Possible style change for the future?

Posted: Fri Dec 16, 2022 7:25 am
by Eizzoux
Alright, so, since I lost progress of some projects, including this one, I froze it until I back myself up to it. Although I still haven't decided to revive it, during that year after losing the progress I was slightly improving at drawing sprites and overall pixel arts, and just recently got an idea of redrawing at least one R'n'D rockford sprite with 64pix resolution and a little bit different style and, noticeably, with a different color palette.
this
this
this.png (34.6 KiB) Viewed 22792 times
The question is, if I at one point decide to revive it, would such look of the player be still sorta fitting for the style? Or, perhaps, the project might get a different turn and refine overall look of the game and still sorta keep the same feel of the game?
(Similarly to Minecraft getting a full texture upgrade on update 1.14 with all textures getting still familiar, but yet more definite and smooth look.)

Re: R'n'D 64 - CE, GE and REF elements

Posted: Fri Dec 16, 2022 10:39 am
by Holger
Again, this high-resolution variant of the player graphics still look great, even though the style is a little bit different than that of the previous graphics variants of this thread. :)

So yes, I think it still fits to the overall general R'n'D style, which I think is characterized by pixel art style graphics with a reduced (well, Amiga style) color palette, generally using bright, colorful graphics.

It would be great if you could find the motivation (well, after that complete loss of all your R'n'D related creative work) to re-create all those 64x64 sized graphics and animations in a similar style to those that you have presented in the previous posts! And I would love to see them in a "double sized graphics special edition" of R'n'D one day! :D

Re: R'n'D 64 - CE, GE and REF elements

Posted: Fri Dec 16, 2022 11:27 am
by filbo
Can you make up any progress by grabbing the screenshots & animations in this thread, or are they too de-rezzed and contain too few of the lost images to be helpful?

Re: R'n'D 64 - Possible style change for the future?

Posted: Thu Dec 22, 2022 12:08 am
by ncrecc
wow! what a Rockford. incredible spriting.

Re: R'n'D 64 - CE, GE and REF elements

Posted: Sat Dec 31, 2022 6:36 am
by Eizzoux
filbo wrote: Fri Dec 16, 2022 11:27 am Can you make up any progress by grabbing the screenshots & animations in this thread, or are they too de-rezzed and contain too few of the lost images to be helpful?
Well, they're kinda rescaled on the images I've shown, and, to be honest, I don't think I'm gonna outsource myself at this point if I ever plan to do R'n'D 64 again, or at least I don't really feel I just wanna do upscaled R'n'D again. Perhaps more of just visual rework, probably because my eye changed over that time and I just feel like I would do something a bit visually cleaner instead.

Re: R'n'D 64 - CE, GE and REF elements

Posted: Sat Dec 31, 2022 6:51 pm
by Eizzoux
And also, unrelated, I was also planning to do Blox 3 at that time, and here's how I redesigned it's blocks in there (third group):
Honeycam_2019-04-01_16-34-40.gif
Honeycam_2019-04-01_16-34-40.gif (302.43 KiB) Viewed 22560 times
And here's how I redesigned them after the data loss:
cubes.gif
cubes.gif (285.67 KiB) Viewed 22560 times
I feel like even though I might correct some of the colors later, but comparing to what it was before, I think it's kind of improved.