Showing posts with label mockup. Show all posts
Showing posts with label mockup. Show all posts

March 14, 2018

Timeslip Wannabe Remastered

Hi There,

I just read mentioning Timeslip in a forum. It reminded me that 2.5 years ago I took a screenshot of it and remastered within the limits of TED.

Here is the result:

Original visuals

Reworked version
The gradient background is can be colored in several IRQs. I also changed character colors. There is a tree in upper region which were designed in multicolor mode but somehow it appears in Hires mode in the final product. I changed it back to Multicolor mode and give it a proper color. Enjoy!

February 10, 2018

Boulder Dash-like Mockup

Hello Dear Follower,

Last days I have drawn a quick mockup. I chose Boulder Dash.



Have a good weekend!

December 11, 2017

Tutankham Mockup

Here is a mockup of stage 1 of Tutankham from arcade machines.



It is a 320x200 sized mockup. The full map of this stage can be found on VGMaps.

December 08, 2017

Green Beret Stage 1 Mockup

A few days ago I designed a mockup of Green Beret at stage 1. The color restrictions of char screen mode were applied (3 fixed color + 1 variable per char location). It was build from ~350 different characters. The Commodore Plus/4 can display 256 different chars only, so if a coder wants to recreate this game on +4, he/she has to decide: make the graphics less detailed until it fits into one single character set, or implement some kind of banking system. The graphics of this stage is very well separated into themes (one theme for the bridge, another theme is the trucks, rockets are another one). It is possible the change these sets on-the-fly in the game.


The same image in larger size.
You can found the map of original arcade version here. Thank you, VGMaps!

January 09, 2012

Hello Followers,

Another post, another mockup...

This time it is about a Forest/Cave scene, plus a cute statusbar.

Entering the cave

Here comes the statusbar as a separated image.
The statusbar
The first row shows the static elements of the bar. When the player has 0-3 lives it shows little heads. Later when the player gets extra lives it changes to a different display because there are no rooms for 4+ little leads.

January 07, 2012

Overhauling the Cloud theme

Hi again,

I found some talent somewhere again and I used that to overhaul the cloud theme because I weren't satisfied with the old one.

I tried to play with color scheme as well and made 3 variants of the same scene.
The night in the clouds

It snows!

A terrible weather
The snow and rain will be animated (well, at least, that's the plan).

December 27, 2011

New mockup about space theme

Hi there,

I just drawn a nice mockup about space level of AIT2. There are some guns (+ fire bullet), gravity lift, minor background elements.
Space level


In the festive time I thought about the title screen and I got these ideas so far:
- A nice big bitmap logo on top of screen
- Various textual contents will replace eachother: credits, toplist, etc.
- A "press fire to start" text.
As you see, there will be nothing fancy. Gray background, some texts and a nice logo. That's all.
- I don't upload title screen mockups yet, the logo is still missing...

December 11, 2011

The Time scrambing machine

After several weeks/months I finally back. I had to find motivation, a family loss happened, lots of work, etcetcetc...

I pixeled a nice time scrambling machine, dropped into a scene, put some sprites (from Adventures in Time) into the mockup and here's the result:
The time scrambling machine in action!

This new graphics eats lots of characters from the maximum 256 chars so perhaps I'll need to implement some kind of "banking", and replace some non-used graphics with the machine's tiles on the selected screen.

August 23, 2011

Last week when I decided to start developing AIT2, made some mockups. Currently I'm lacking talent so I used some graphics of an old GameBoy game.

No more words, let the pictures come...

This theme is about a forest. I used green and gray as character color, FYI.

The next is somewhere in the clouds, at late noon :).
This scene really fits for a city in the clouds (now grayscale only).

This scene is a weird one, I'm sure I couldn't find it in the real world...

And another decision I made:
  • The game will use rooms, no scrolling.

October 08, 2009

Hello again,

Some weeks passed since my last blog entry. These weeks I played the idea of Plussy version of Prince Of Persia. It exists on numerous platforms, all kind of bits between 8 and 32. Spectrum, CPC, SNES, Amiga, PC and so on. We (the plussiers) have a small proof-of-concept demo of PoP here, but the visuals really should need a huge retouch.

First, I remodelled the entry screen of Level1 with a clean design.

At the second phase, i couldnt make a decision what kind of "bricks" would look cool...
These were version A and B:
Version A bricks were a quick attempt to create some selfmade graphics. The B bricks were sampled from the SEGA Genesis version... Needless to say which result is better :) A graphician who can't draw... So I choosed version B to move forward.

For step 3 I ripped the prince figure of CPC version, retouched for the +4 hardware capabilities, and here is the result:
I drawn some backdrops and smaller features here and there to make it nicer.

For last stage it's time for some "action"! I ripper the enemy soldier figure from CPC version and put it on the upper platform. I set some colors on the scene as well, to make it not-so-gray. And changed the bricks in the shadow to fit the scheme of other bricks (their size didn't fit).


That's all for today. I have more plans for next entry, stay tuned! :)

August 18, 2009

Another mockup: Alien Breed

Hi again,

Another (two) week, another mockup... I loved playing Alien Breed on my Amiga500 in the good old days. I decided I draw a sample picture how this superb game would look like on the Plussy. The game area uses Hires and Multicolor characters. The panel (bottom character line) uses the Extended Color Mode and changes the colors in every single pixelrow.
Here are some ingame sprites (alien and player images facing various directions):


An early stage of example picture and the final one:

You can find more info about the game at HOL Amiga Database.

August 04, 2009

Mockups: Super Mario

I like to draw mockups for my favourite retrocomputer, Commodore Plus/4. Sometimes I get idea about a newer non-retro game, other times I draw pictures of other newer-but-retro games (mostly from SNES aka. Super Nintendo Entertainment System).

These picture were inspired by the famous Super Mario All Stars from the SNES.










This larger image contains the full map of World 1-1:


You can find the original map at http://vgmaps.com/Atlas/SuperNES/index.htm#SuperMarioAllStars.
The pictures contain only the backgrounds and other game elements except the player avatar and enemies. I don't like drawing enemies :)

Drawing the mockups I always try to keep in mind the hardware capabilities of the +4 machine (320x200 or 160x200 pixels, very restricted color capabilities, etc.) The final result is always displayable on the real iron (or in emulator) as a static image.