"Go-Go BunnyGun", first screen grabs.

Show us what you're working on, (preferably with screenshots).
User avatar
Joefish
Rick Dangerous
Posts: 2041
Joined: Tue Nov 14, 2017 10:26 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish »

Yep, the Fairlight one is brilliant. It's a tad blatant around the rocket, but still a great pic! :D
The background graphics from the start of OutRun strike me as similar.
User avatar
Ast A. Moore
Rick Dangerous
Posts: 2640
Joined: Mon Nov 13, 2017 3:16 pm

Re: "Go-Go BunnyGun", first screen grabs.

Post by Ast A. Moore »

You don’t always need to have a gradient in the sky, and the cyan can start right on the horizon. Now, this may not be what you’re going for mood-wise, but for what it’s worth, for Yankee, I went for a solid sky with a few clouds thrown in here and there. Granted, it’s supposed to represent the Iraqi Desert, and I imagine clouds are few and far between there. Still, it did give me an opportunity to use high-contrast colors for the title:

Image
Every man should plant a tree, build a house, and write a ZX Spectrum game.

Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
redballoon
Manic Miner
Posts: 390
Joined: Sun Nov 12, 2017 3:54 pm

Re: "Go-Go BunnyGun", first screen grabs.

Post by redballoon »

Joefish wrote: Fri Aug 09, 2019 11:59 pm Yep, the Fairlight one is brilliant. It's a tad blatant around the rocket, but still a great pic! :D
The background graphics from the start of OutRun strike me as similar.
Thanks! Haha yeah, if I was doing the Pixel Quest loading screen now, I’d probably change a few things, the clouds being one of them.
User avatar
Stefan
Manic Miner
Posts: 793
Joined: Mon Nov 13, 2017 9:51 pm
Location: Belgium
Contact:

Re: "Go-Go BunnyGun", first screen grabs.

Post by Stefan »

redballoon wrote: Sat Aug 10, 2019 10:40 am
Joefish wrote: Fri Aug 09, 2019 11:59 pm Yep, the Fairlight one is brilliant. It's a tad blatant around the rocket, but still a great pic! :D
The background graphics from the start of OutRun strike me as similar.
Thanks! Haha yeah, if I was doing the Pixel Quest loading screen now, I’d probably change a few things, the clouds being one of them.
So you're saying that it's not the hilt of a sword embedded in a rock?

Which rocket ship is it then supposed to be exactly?

Bloody artists... ;-)
redballoon
Manic Miner
Posts: 390
Joined: Sun Nov 12, 2017 3:54 pm

Re: "Go-Go BunnyGun", first screen grabs.

Post by redballoon »

Stefan wrote: Sat Aug 10, 2019 3:58 pm So you're saying that it's not the hilt of a sword embedded in a rock?

Which rocket ship is it then supposed to be exactly?

Bloody artists... ;-)
No. No it’s not.

It’s the rocket ship that I made up! Cos, y’know, that’s what artists, y’know, do... ;)
User avatar
patters
Manic Miner
Posts: 467
Joined: Thu Apr 11, 2019 1:06 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by patters »

Joefish wrote: Fri Aug 09, 2019 2:23 pm The biggest problem I have with it is the inconsistency of colours between emulators and renderings of ZX Spectrum graphics, and across different monitors as well.
I loaded up IK+ the other day and I was wondering why on earth they used bright blue right near non bright blue in the sun's reflection on the water. It appears to spoil an otherwise impeccable bit of artwork but then I remembered that the difference between these colours via a real ULA is hard to even see, and even harder via RF picture on a 14inch TV :)
User avatar
Ast A. Moore
Rick Dangerous
Posts: 2640
Joined: Mon Nov 13, 2017 3:16 pm

Re: "Go-Go BunnyGun", first screen grabs.

Post by Ast A. Moore »

There’s also the fact that the 48K Speccy displays color intensities completely differenly from all the later models. The darker the color, the less of a difference there is between the bright and the non-bright version.

When I was finalizing the loading screen for Yankee, I was doing it on a real Spectrum hooked up to a CRT TV. Boy, was I in for a surprise. Had do rethink a lot of dithering and color/brightness choices.
Every man should plant a tree, build a house, and write a ZX Spectrum game.

Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
User avatar
Joefish
Rick Dangerous
Posts: 2041
Joined: Tue Nov 14, 2017 10:26 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish »

OK, latest rework. Removed the title completely for now and tried to add in the other two pilots. This is more like what I had in mind originally. I've detailed the suit and hair in the foreground a bit more too. Struggling with the smaller faces though. Drawing the rockets at angles was really hard too. The white blocky area is roughly where I plan to put big white fluffy clouds, though I'll firm that up once I've had another crack at the logo. If anyone wants to try some pixel work to improve the two smaller faces I'd be glad of any help!

Image
User avatar
Ersh
Manic Miner
Posts: 480
Joined: Mon Nov 13, 2017 1:06 pm

Re: "Go-Go BunnyGun", first screen grabs.

Post by Ersh »

It's a nice picture! I had a quick go at the faces, couldn't resist laying a few pixels on their hair and bodies as well. You're of course free to keep/modify whatever you like. :)

Image
User avatar
Ast A. Moore
Rick Dangerous
Posts: 2640
Joined: Mon Nov 13, 2017 3:16 pm

Re: "Go-Go BunnyGun", first screen grabs.

Post by Ast A. Moore »

Ersh wrote: Tue Aug 13, 2019 10:28 am couldn't resist laying a few pixels on their hair and bodies
Dang it. That’s pretty brilliant!
Every man should plant a tree, build a house, and write a ZX Spectrum game.

Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
User avatar
Joefish
Rick Dangerous
Posts: 2041
Joined: Tue Nov 14, 2017 10:26 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish »

Oh that's much better, thanks! Those faces are brilliant; the lowered fringes are a great improvement, as are the way you've done the eyes. The smaller yellow body is a lot better but I know I needed to work on that anyway; it looked like it was turned to the left instead of the right! The magenta suit may have been a bit too shiny at the front on mine so I'll take a closer look at what you've done there this evening. I really wanted the hair to be green there though as that's the character design in-game, but the lack of contrast with cyan is pretty poor compared to the blue. Anyway, the smller of those two rockets is green in the game, and her hair is cyan, but I don't think that's going to happen with attributes, nor on a white background!

I really should have spotted they needed a fringe based on all the animé faces I've tried to find for references, but thanks again, that's great!

Actually, I just noticed that you've given the magenta pilot short sleeves; that's how they are in game, the arms are mostly bare. And it looks much better than my trying to outline coloured sleeves. So it's the girl lying down at the bottom that I've drawn wrong! But I think I'll leave that. I might try it with white for the arm, but I quite like the patches of colour for shoulder / elbow pads for a bit of variety - and the ability to use BRIGHT on and off for shading these parts.
User avatar
Joefish
Rick Dangerous
Posts: 2041
Joined: Tue Nov 14, 2017 10:26 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish »

Much as I want to keep this game strictly 48K for original Speccys, I think I'm going to need a bit of code that detects a 128K model and saves the loading screen to flash up as an attract mode...
And make it so the title part is entirely within the cyan background area, so that it can be faded in and out via attributes...
User avatar
Ersh
Manic Miner
Posts: 480
Joined: Mon Nov 13, 2017 1:06 pm

Re: "Go-Go BunnyGun", first screen grabs.

Post by Ersh »

Great! :) Yeah, I took some liberty with the short sleeves, thinking that it would provide greater contrast between the arms and body, but if that's how they appear in-game then that's even better.

I think you're allowed some liberty with your own work when it comes to colour choices (options really) and the like on the spectrum, so I'd say, just go with what ever you think looks best and it'll be fine.

The girl on the bottom looks great as she is! Perhaps she's sporting a long sleeved suit on her day off. ;)
User avatar
Joefish
Rick Dangerous
Posts: 2041
Joined: Tue Nov 14, 2017 10:26 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish »

Noticed a couple of bits of illegal colouring around the attributes when I imported the changes to ZX-Paintbrush. One pixel in the hair which was easily covered, but the ankle is a bit tricky. I changed a few pixels in the shoulder so there was less magenta in the 'hair' area. But I think I need to re-work the ankle around the attributes. Maybe by adjusting the rocket fin on that side somehow...

I tried green hair and it really doesn't show up, so instead I've changed the other girl's to black. They don't match the in-game characters, but at least there's a difference between them on this screen.

I found that by moving the flying creature up a pixel I could add another character square of white paper, which makes his eyes a bit clearer.

Image
llewelyn
Manic Miner
Posts: 205
Joined: Thu Feb 22, 2018 3:27 pm
Location: virginias eastern shore
Contact:

Re: "Go-Go BunnyGun", first screen grabs.

Post by llewelyn »

I wondered why she had a crucifix sticking out of her head! Those are ears? A bit linear sort of straight, hard edged for rabbits ears, aren't they? But then I don't know the game so perhaps they are meant to be like wood. Colour is a bit dark too.
User avatar
Joefish
Rick Dangerous
Posts: 2041
Joined: Tue Nov 14, 2017 10:26 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish »

Yep, moved the leg down a pixel and shortened the calf to avoid the corner of the character square with cyan paper. Not perfect but I think it's passable.

Image

llewelyn wrote: Thu Aug 15, 2019 10:39 pm I wondered why she had a crucifix sticking out of her head! Those are ears? A bit linear sort of straight, hard edged for rabbits ears, aren't they? But then I don't know the game so perhaps they are meant to be like wood. Colour is a bit dark too.
I thought it was clear it's some sort of technical headband with sensor antennae? (I got the idea of angling one down from the two aerials on a Wi-Fi card). They're the latest in Battle Update Navigation Equipment - BUN-E ears.

(I've thickened up the line below where they cross, to maybe make it a bit clearer they're not joined. That's right on the edge of what's possible with the attributes though as there are four colours vying for that space!)
Last edited by Joefish on Thu Aug 15, 2019 11:54 pm, edited 3 times in total.
User avatar
Joefish
Rick Dangerous
Posts: 2041
Joined: Tue Nov 14, 2017 10:26 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish »

I did try and make the Hoon (the Pokémon-thing) bigger, based on a teddy-bear, and covering more attribute squares. But I think it spoils the overall look if it's too big. And it pushes the character further to the right, meaning less room for a title.

Image
llewelyn
Manic Miner
Posts: 205
Joined: Thu Feb 22, 2018 3:27 pm
Location: virginias eastern shore
Contact:

Re: "Go-Go BunnyGun", first screen grabs.

Post by llewelyn »

I beg your pardon. Actually they're jolly good now I know what they are.

(I particularly like the girl on the vibrator chasing the teddy bear genie!) GRIN

Don't get mad Joefish I'm just having a leg pull is all. Its better than I could have managed considering the Spectrums graphical limitations.

I think your artwork is bloody excellent, especially the rocket blasting off, the Fairlight and the clifftop scene is my favourite because of the composition and colour.

I am an artist too so those are genuine appreciation.
User avatar
Joefish
Rick Dangerous
Posts: 2041
Joined: Tue Nov 14, 2017 10:26 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish »

Um - those others weren't mine! :? :mrgreen:
(My ZXArt link in sig).

And anyway, they're rockets! This isn't Parodius you know!
Earthworm Jim never had to suffer this kind of bawdy insinuation! :lol:
User avatar
Ersh
Manic Miner
Posts: 480
Joined: Mon Nov 13, 2017 1:06 pm

Re: "Go-Go BunnyGun", first screen grabs.

Post by Ersh »

Sorry about the illegal pixels, should've double checked before posting. Your modifications are spot on though, looks really good to me.

The big Hoon looks good but I think the size of the smaller one works a bit better. Also like its new eye-spacing and the use of white for its face features.
User avatar
Joefish
Rick Dangerous
Posts: 2041
Joined: Tue Nov 14, 2017 10:26 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish »

I'm not sure when I decided on the word 'Hoon' - I think I just thought it sounded a ridiculous word as the surname of the utterly and ridiculously incompetent MP of the same name. I suppose if I needed another one now it'd be a 'Grayling'! :lol:

I do love though how Doctor Who manage to come up with simple yet original one or two-syllable names for the aliens. You'd think all such possible short words would be used up by now, kind of like three-letter domain names! :mrgreen:

I think something @llewelyn said about the Hoon is right - the bigger one looks like she's chasing it; the smaller one looks like it's trailing just off her shoulder, so it looks more like a pet or a familiar.

Thinking about it, the whole pin-up girls on bombs thing for bomber squadrons is just an update of witches flying on broomsticks. (I did like the gag in Hocus Pocus, where there's only one broom so the other two witches fly away on a mop and a Hoover). Though the whole broomstick thing isn't entirely innocuous... :? :D Though it does bring us back to Kiki's Delivery Service...

Image
User avatar
Joefish
Rick Dangerous
Posts: 2041
Joined: Tue Nov 14, 2017 10:26 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish »

llewelyn wrote: Fri Aug 16, 2019 1:05 am Don't get mad Joefish I'm just having a leg pull is all. Its better than I could have managed considering the Spectrums graphical limitations.
No worries. Honestly, the more engagement and discussion there is over this game, the more likely I might actually finish it one day! :lol:
User avatar
Joefish
Rick Dangerous
Posts: 2041
Joined: Tue Nov 14, 2017 10:26 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish »

OK, I've redrawn the titles in the new space. See what you think...

Image

That leaves the clouds to outline, and I think I need some more grass detailing and texturing on the green area. I can't seem to do much with the blades of grass I have done already - any sort of line or attempt at stippling just makes them look worse.
User avatar
Ivanzx
Manic Miner
Posts: 736
Joined: Tue Nov 14, 2017 9:51 am

Re: "Go-Go BunnyGun", first screen grabs.

Post by Ivanzx »

Much much better now :)

Will the game have ingame 128K music?
User avatar
Ersh
Manic Miner
Posts: 480
Joined: Mon Nov 13, 2017 1:06 pm

Re: "Go-Go BunnyGun", first screen grabs.

Post by Ersh »

That looks really great! The colours makes it stand out nicely.
Post Reply