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Jiggeh

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Messages by Jiggeh

    

Re: Judas STUFF

 April 16, 2014, 05:31:21 pm View in topic context
 Posted by Jiggeh  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

Good call, the less resemblance to that awful (and grossly overused) SF4 font, the better. I like the overall colour and style although maybe the gradient running through the text should be tilted a bit so it aligns with the text better (right now every letter gets affected very differently by it, just compare the last T in 'street' with the one just below it etc)... I'm unsure about the trims, the smooth white trim kind of clashes with the jagged and rough shapes of the actual letters; I'd probably either put more effort into manually shaping the trims, or simplifying the outlines of the text so the trim fits better. I'd definitely fill those tiny gaps between some of the letters too. I wouldn't rule out the double trim working, but could well depend on what backdrop the logo appears on.
    

Re: Diepod's Stuff

 April 15, 2014, 12:55:11 pm View in topic context
 Posted by Jiggeh  in Diepod's Stuff (Started by Diepod August 05, 2010, 01:04:49 am
 Board: Graphics

hrrrnnng that chick is rad
    

Re: Judas STUFF

 April 15, 2014, 12:54:11 pm View in topic context
 Posted by Jiggeh  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

The way the T's in 'Street' look really bothers me, the angle being so inconsistent with the angle of the text overall stands out like a sore thumb. The R looks uncomfortably top-heavy as well. I'd kinda like to see the S look more like an S and less like a lightning bolt as well, so that the top of it can sort of frame the rest of the word more naturally. The Fighter part looks better, no real complaints there.

All in all there's definitely shapes and I'd like to see fixed, but it already looks better (and more like a proper SF logo) than the butt ugly SF4 logo.
    

Re: Famicom Fighters

 April 06, 2014, 09:03:53 pm View in topic context
 Posted by Jiggeh  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 pm
 Board: Famicom Fighters

If you are planning on not including characters from movie license games, then that would rule out Thomas from Kung Fu, since the game is based on the Jackie Chan movie Wheels on Meals (or Spartan X in Japan). They didn't bother using the movie or Jackie Chan's name to market the game overseas since neither carried any weight at the time, but that doesn't mean the character didn't originate outside the game.
    

Re: Jiggeh's stuff

 April 01, 2014, 11:48:31 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

thanks, glad you like her :)
    

Re: [Theme Thread] CVS Sprite thread

 April 01, 2014, 05:10:48 pm View in topic context
 Posted by Jiggeh  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Yeah, I agree the proportions don't look quite right for CVS, but the general shapes and the shading look great.

Really digging that Rogue too, Drex.
    

Re: CPS2 res. oddities - Which is better?

 March 30, 2014, 03:47:11 pm View in topic context
 Posted by Jiggeh  in CPS2 res. oddities - Which is better? (Started by FrozenDelight March 25, 2014, 04:57:53 pm
 Board: M.U.G.E.N Development Help

That's not entirely true - CRT monitors are analogue which means they don't 'have' pixels at all. You feed them an analogue video signal of any resolution, and it'll essentially stretch to fit the screen. But indeed, since the scaling is not done in terms of pixel resolution, there is no kind of "scaling to double res and then squashed" stuff going on - the game will simply be rendered with non-square pixels. This is impossible to emulate properly on a modern flat screen that has a native, square-pixeled resolution, but you can approximate it in some fashion using non-uniform scaling (IE stretching into 4:3 proportions).

For the record, non-square pixels in old games is something very common. NES, SNES, PC Engine (256x224/256x240), Mega Drive (320x448 in high res mode), Commodore 64 (160x200 in low res mode), various PCs using 320x200 and other "odd" resolutions... the list goes on. While you can't say for certain that games for these platforms always took the stretching into account, the fact remains that essentially nothing produced for any of them (or of course the 384x224 CPS platforms) were ever designed or intended to be displayed on anything BUT a 4:3 monitor.

FrozenDelight: Sorry if I came across as patronising or ignoring what you were asking for, that wasn't my intent at all. There just seems to be tons and tons of ignorance and misinformation when it comes to this stuff, and that's a huge pet peeve of mine. I thought JNP had the more practical stuff covered so I didn't feel I had much else to say about that.


With Mugen I always try and emulate the original game from the way it is displayed from a software perspective. If you play a CPS2 game on a modern tv or monitor, you're getting the "fat sprites". That's the way it should be. People who squash sprites to try and emulate old displays while using newer displays are doing it wrong.

I couldn't disagree more. The games weren't designed to be rendered with square pixels in the first place so I really have to take issue with your assertion that that's "the way it should be". You may feel non-uniformly scaled pixel art looks gross, but I would say the same about running a CPS game in anything but 4:3. Scaling, say, an emulator window non-uniformly into a 4:3 size isn't some fool's errand to chase after nostalgic hardware flaws, it's an admittedly imperfect - but currently the best possible - way of approximating how these games originally looked. You might as well argue that playing any CPS game on anything but a CRT monitor is "doing it wrong".

As long as we're stuck with these kinds of monitors it'll always be a compromise of some sort. But in my mind intentionally displaying CPS graphics with square pixels "intact" still ruins the overall look. It's akin to ruining a painting in order to preserve individual brush strokes.. or something. :P


Again, apologies if I come across as confrontational, I just get worked up over silly things I guess!
    

Re: Jiggeh's stuff

 March 30, 2014, 10:09:44 am View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics



Just for fun.
    

Re: CPS2 res. oddities - Which is better?

 March 26, 2014, 05:33:30 pm View in topic context
 Posted by Jiggeh  in CPS2 res. oddities - Which is better? (Started by FrozenDelight March 25, 2014, 04:57:53 pm
 Board: M.U.G.E.N Development Help

Your use of the words "official" and "unofficial" is puzzling. You seem to have your head wrapped around the basic idea at this point, but it doesn't hurt to reiterate since so many people still seem to have trouble:

All Capcom CPS games were designed to be displayed in 4:3, full stop. That's all there is to it.
When ripping sprites, they should of course be ripped in the original resolution to maintain all detail. However any graphics from any CPS game displayed with 1:1 square pixels (IE how pixels are generally displayed on PC monitors) will look disproportionally stretched horizontally. Converting the image to a 4:3 format (by whatever means you choose) will give the graphics their correct, intended proportions.

Many people are so accustomed to looking at those horizontally stretched sprites and screenshots that it looks natural (thus "correct") to them. But just try to rotate any uncorrected sprite or screenshot by 90 degrees (compare to a corrected one) and the problem should become very apparent.
    

Re: Jiggeh's stuff

 March 25, 2014, 12:47:25 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

Thanks for the comments, everyone.

maximilianjenus: Well, it was mostly a comment made in jest, based on how sporadic comments and feedback tends to get here. I never know whether I will get zero or 20 comments. :P but fair enough.

Alex Sinigaglia: I was planning on doing Samus/Robocop/Iron Man. Pretty sure I'm not going to bother drawing the rest.

walt: I wanted to keep aspects of both characters' helmets. Considering the design and colours of both the armour and helmet were mostly based on Robocop I thought it was pertinent to make the visor teal. Unlike Samus' original design though the visor is glowing, and it's much narrower to boot.

Edit: I hate this stupid merge post option :P
    

Re: Jiggeh's stuff

 March 21, 2014, 06:11:39 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

Man, tough crowd here this time too, huh :P

Well here's another new piece. Was supposed to be part of another hexafusion but I kinda realised this was the only part of it I wanted to draw, and got real bored of the idea of actually doing the rest after this one. So just a one-off silly thing for now.


Samus + Robocop 2014
    

Re: Jiggeh's stuff

 March 20, 2014, 05:14:33 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

    

Re: Jiggeh's stuff

 March 20, 2014, 05:11:10 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

Between the new job and new apartment and all kinds of other crap I've been very busy the past couple of weeks, not much time for art or forum junk.

Finished this the other day though.

Solis=R8000, Mathilda, Kusanagi. Check out my deviantart if you want to see bigger versions with colours not mangled by Picasa I guess
    

Re: Skullgirls Misc. Sprite Rips and Sound/Voice Rips

 March 01, 2014, 12:51:12 am View in topic context
 Posted by Jiggeh  in Skullgirls Misc. Sprite Rips and Sound/Voice Rips (Started by Trinitronity February 22, 2014, 10:20:50 pm
 Board: Development Resources

I know literally nothing about Gimp but the there is a Photoshop plugin (linked on the wikipedia page) that let's you read and save DDS format files in Photoshop. I would imagine your best bet would be looking around for something similar for Gimp. Maybe some image viewer like InfranView or something is able to read and convert them, but I wouldn't really know.
    

Re: Artchell's work

 March 01, 2014, 12:47:35 am View in topic context
 Posted by Jiggeh  in Artchell's work (Started by Artchell September 21, 2011, 10:56:35 am
 Board: Graphics

Nice job. The toes look pretty creepy but other than that I really like it.
    

Re: Jiggeh's stuff

 February 25, 2014, 07:10:41 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

I injured my shoulder the other week, more or less rendering me unable to work on art stuff, but I'm recovering and slowly getting back into the groove of things.

Did this simple mockup thing for a potential UI design. I don't really have any solid ideas for UI/menu type stuff though, mostly just kind of aimlessly improvising. Not very happy with this at all, but it's a start. If nothing else it's fun to get a bit more of an idea of what the actual game might look like.

    

Re: Skullgirls Misc. Sprite Rips and Sound/Voice Rips

 February 24, 2014, 12:42:56 pm View in topic context
 Posted by Jiggeh  in Skullgirls Misc. Sprite Rips and Sound/Voice Rips (Started by Trinitronity February 22, 2014, 10:20:50 pm
 Board: Development Resources

DDS is a standard file format for textures/2D art used in most modern games.
    

Re: Good Bye!

 February 20, 2014, 05:13:51 pm View in topic context
 Posted by Jiggeh  in Good Bye! (Started by FeLo_Llop February 18, 2014, 01:13:39 pm
 Board: M.U.G.E.N Discussion

Stay strong, buddy. Take care of yourself.
    

Re: Diepod's Stuff

 February 17, 2014, 12:28:55 am View in topic context
 Posted by Jiggeh  in Diepod's Stuff (Started by Diepod August 05, 2010, 01:04:49 am
 Board: Graphics

Animations look great as always, and I really like the shape of her body in general.

You might wanna be careful with those punch arcs though; if these sprites are intended to be drawn in CPS resolution (which it looks like? the kick for instance looks much more natural squashed to 78% width), that perfectly circular arc looks a fair bit less satisfying when squashed back into 4:3 proportions.
    

Re: Judas STUFF

 February 17, 2014, 12:19:50 am View in topic context
 Posted by Jiggeh  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

FWIW I have zero interest in RPGs or implementing some kind of RPG-like system in a fighting game, so I didn't really have much to say about it. That font is extremely hard to read, though! Legible text is always important of course, but doubly so if you're gonna have that much of it on screen at once I think.

Sprite looks good as always, the only thing I can really comment on is the way he's holding his weapon looks really awkward. Not sure how he's supposed to leverage any power or range holding it like that.