Author Topic: Zor's weekly backgrounds...  (Read 879 times)  Share 

Zor's weekly backgrounds...
« on: 17 Feb 2004, 04:01 »
Here are some backgrounds I am making for an upcoming game:

Please Note: These are not screenshots! They are backgrounds, so therefore you won't see any characters, objects etc.









Hope you like! Else tell me how to improve! Don't be too harsh, please!

.:Zor:.
« Last Edit: 20 Feb 2004, 04:32 by Zor »

Tarison

  • It Lives!
Re:Zor's weekly backgrounds...
« Reply #1 on: 17 Feb 2004, 05:00 »
in the second picture, there is a repetition of a little black pattern which takes away from the image, and makes it obvious you've tiled a texture here. there's numerous tutorials around the web on this sort of thing, though I don't know one of the top of my head.

Basically, make it blend in better.

With the sign (same picture), the red on yellow doesn't work very well -- too hard to read it easily. It also looks like the grass is eating the wall on the left side of the door, rather than covering part of it.


I don't like the shading in general, though it is better than just plain colors. Think of how the rooms are lit (add a light in the third, too), and work out how light would affect the room. (like, with the fourth room, the light from outside coming in.

Don't let anything deter you, however. Sometimes criticism can make you less excited about your game, and you seem fairly excited, so don't let that happen. Keep up the good work.

Re:Zor's weekly backgrounds...
« Reply #2 on: 17 Feb 2004, 13:58 »

You said add a light in the third, should just be floating then?

And which is better: Bulb, bulb with shade, flourescent?

Tarison

  • It Lives!
Re:Zor's weekly backgrounds...
« Reply #3 on: 17 Feb 2004, 14:17 »

You said add a light in the third, should just be floating then?

And which is better: Bulb, bulb with shade, flourescent?

Add any source of light. Fluorescent lights, bulb, hanging lead lights, or radioactive goo. Try it all out, and work out what fits in with the rest of your game. GL :)

Re:Zor's weekly backgrounds...
« Reply #4 on: 17 Feb 2004, 19:58 »
here's a small animation I made using you background:
www.multimania.com/del3/download/zork.zip

and here's a screenshot:
www.multimania.com/del3/screenshots/zork.jpg
« Last Edit: 17 Feb 2004, 20:02 by deltree »

Re:Zor's weekly backgrounds...
« Reply #5 on: 18 Feb 2004, 04:03 »

Ha funny...

Thanks, but when you said there was something wrong with perspective, did you mean the way I drew the room, or the way the char got smaller and smaller and smaller and smaller etc.?


.:Zor:.

Scummbuddy

  • Mittens Knight
  • Give Stylish Confetti to BoZo - Wheee!
    • I can help with AGS tutoring
    •  
    • I can help with animation
    •  
    • I can help with backgrounds
    •  
    • I can help with characters
    •  
    • I can help with proof reading
    •  
    • I can help with scripting
    •  
    • I can help with story design
    •  
    • I can help with voice acting
    •  
Re:Zor's weekly backgrounds...
« Reply #6 on: 18 Feb 2004, 16:21 »
The box in the front middle is out of perspective. You can't just copy and paste the one above it and drag it down to keep it in the same perspective.

I do like the general feel of the pics.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Re:Zor's weekly backgrounds...
« Reply #7 on: 20 Feb 2004, 04:30 »
Hey thanx everyone for comments.

I edited the boxroom pic:


Things I changed:
*Box in the middle (perspective)
*Added light
*Changed wall color (not so bright)

.:Zor:.
« Last Edit: 20 Feb 2004, 04:31 by Zor »

Ali

  • What will become of the baron?
  • Ali worked on a game that was nominated for an AGS Award!Ali worked on a game that won an AGS Award!
Re:Zor's weekly backgrounds...
« Reply #8 on: 20 Feb 2004, 09:56 »
I like them, they have retro charm. You've chosen the colours very well.

The only suggestions I'd make would be for the store room exterior.  I think it would look better if, to the left of the building, we could see a fence in the distance, and perhaps colour the hills slightly differently. This would break up the flat ground that the store room is on, and the hills in the distance. As it is, the grass looks a little like a carpet that curls up behind the building if you see what I mean.

The only thing I might suggest is that you change the sign above the door, because I'm not sure it makes sense.

'No Entry Beyond This Point' sort of means that you can go through that door, but no more. Unless this is the meaning you want I'd recommend:
'No Entry', 'No Access' or 'No Unauthorised Personnel Beyond This Point'.

Apart from that, nice work.

Mage

  • Something, something, blah.....
Re:Zor's weekly backgrounds...
« Reply #9 on: 20 Feb 2004, 10:58 »
just a quick edit of the shading :

(dunno if you like it)

Re:Zor's weekly backgrounds...
« Reply #10 on: 20 Feb 2004, 15:10 »
Ooooh! I like! Hope you don't mind if I use it...

Here's an edit:


Changed:
*Sign
*Grass overlapping wall

.:Zor:.

Tarison

  • It Lives!
Re:Zor's weekly backgrounds...
« Reply #11 on: 20 Feb 2004, 23:19 »
Definite improvements, though there still seems to be a tile effect on the grass itself. It looks like there is a dark diagonal line on top of green, every so often.


As for shading, if you look at Mage's pic, you'll see how the shadows fall differently due to the position of the light, and the objects in the room. You should try do something like that for the rest of your backgrounds.

Re:Zor's weekly backgrounds...
« Reply #12 on: 21 Feb 2004, 06:00 »
Here, Grass pattern changed:



I'm not so crazy about the bush there, but tell me what you think?

.:Zor:.