R'n'D 64 - CE, GE and REF elements
Moderators: Flumminator, Zomis
R'n'D 64 - Yams are a bit better now
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.
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R'n'D 64 - Penguins' white outline
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.
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Re: R'n'D 64 - CE, GE and REF elements
These are really good graphics, especially Rockford's idle animation. Keep it up!
R'n'D 64 - some MM GIFs, because why not :v
Here're some GIFs of MM elements rotating, because... well, why not?
![Very Happy :D](./images/smilies/icon_biggrin.gif)
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R'n'D 64 - Mods info on INFO page
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.
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.
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R'n'D 64 - tape recorder font
I'm not sure about changing some of characters of the tape recorder font
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R'n'D 64 - Possible style change for the future?
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.
(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.)
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.)
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Re: R'n'D 64 - CE, GE and REF elements
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. ![Smile :)](./images/smilies/icon_smile.gif)
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!![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Smile :)](./images/smilies/icon_smile.gif)
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!
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Re: R'n'D 64 - CE, GE and REF elements
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?
wow! what a Rockford. incredible spriting.
Re: R'n'D 64 - CE, GE and REF elements
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.
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Re: R'n'D 64 - CE, GE and REF elements
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):
And here's how I redesigned them after the data loss:
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. ๐