Author Topic: Lamplight City—We Have A Publisher!  (Read 31059 times)

Snarky

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Re: Lamplight City
« Reply #20 on: 26 Sep 2016, 19:01 »
BTW, is this a Wadjet Eye title or have you gone solo again?

I think the mix of 640x400 backgrounds and character sprites in half that resolution looks fine, and a good compromise if the full-res character animation is too costly/time-consuming/difficult. It's sort of a nineties vibe, like in those games that used low-resolution video captured characters against high-resolution static backgrounds. Will be interesting to see how it looks with character scaling.

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Re: Lamplight City
« Reply #21 on: 26 Sep 2016, 19:04 »
Am I the only one who's slightly bothered by the visual inconsistency? You've got beautiful (640x400) painted backgrounds mixed with low color pixel art characters from the other dimension resolution.

Not just you no, my 1st thought was: "Wow! Lovely, beautiful, love the art and... why do the characters look like they are 320x200 upscaled sprites?". :-\
Hope they are place holders waiting for the super duper though. ;)

And yes! GK is my favourite of all times, and this gives that vibe, which makes me very happy just thinking about it.

Keep up the good work, and looking forward to follow this. (nod)
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Grundislav

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Re: Lamplight City
« Reply #22 on: 26 Sep 2016, 19:10 »
No, the character sprites are how they appear in game. The compromise here is that there is no in-game scaling. But they're all lovingly rotoscoped, so I'm hoping that will let people overlook the resolution mismatch.

Thanks for all the feedback so far!
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Re: Lamplight City
« Reply #23 on: 26 Sep 2016, 21:56 »
The portraots look very expressive
 

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Re: Lamplight City
« Reply #24 on: 26 Sep 2016, 23:49 »
This looks lovely and moody. After reading the other comments I had to check again and find I totally don't mind the characters in this scaling, imho this totally fits the BGs. At least in the screenshots. Obviously I have no idea how it is when playing for a long time and always watching the same walkanimations again, but I think you get used to it pretty soon in a dark detective case. Actually I'm wondering if you scale them characters in AGS to 200% or in PS before. The prerendered highreslowres or the total scaling control?
What bothers me more is the ratio of only 2:3 nightscenes to dayscenes in lamplight city (...in the screenshots).
Just out of interest... how does Miles' partner speak to him from beyond the grave?

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Re: Lamplight City
« Reply #25 on: 26 Sep 2016, 23:52 »
Looking so good, Francisco! Very excited for this one!

Re: Lamplight City
« Reply #26 on: 26 Sep 2016, 23:58 »
So cool! I love the range of colour in the backgrounds. The name is really cool too. Are you doing the backgrounds Grundislav?

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Re: Lamplight City
« Reply #27 on: 27 Sep 2016, 00:01 »
Actually I'm wondering if you scale them characters in AGS to 200% or in PS before. The prerendered highreslowres or the total scaling control?
What bothers me more is the ratio of only 2:3 nightscenes to dayscenes in lamplight city (...in the screenshots).
Just out of interest... how does Miles' partner speak to him from beyond the grave?
I scale them up after drawing them in Photoshop. As far as the ratio of night to day, currently I've only done the art for the prologue, first case, and some of the second, so there's still a lot more to do (so don't worry, there will be a lot more lamplight in Lamplight City :))

His dead partner serves as the game's narrator.

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Re: Lamplight City
« Reply #28 on: 27 Sep 2016, 01:13 »
thanks for the clarifications grundy. The dead partner as the narrator could and should lead to some interesting revelations how his dead partner can actually narrate the whole story. Cool. Please don't go the it's a mystery, the player can explain this to himself route in the end  ;-D

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Re: Lamplight City
« Reply #29 on: 27 Sep 2016, 04:25 »
Looks fantastic, Francisco. I'll be keeping an eye on it. Working with Dave/Wadjet Eye for this one as well, or is it a solo joint?
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Re: Lamplight City
« Reply #30 on: 27 Sep 2016, 06:23 »
Looks fantastic, Francisco. I'll be keeping an eye on it. Working with Dave/Wadjet Eye for this one as well, or is it a solo joint?

I'm pretty sure Dave is interested in publishing, but for now it's solo.
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Re: Lamplight City
« Reply #31 on: 27 Sep 2016, 08:01 »
Fantastic stuff! Except for the resolution mismatch (which is something I never liked in any game ever) this game looks right up my alley. Some of these backgrounds look incredible. Great atmosphere!

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Re: Lamplight City
« Reply #32 on: 27 Sep 2016, 18:21 »
Super awesome - this looks brilliant. Good job, Francisco!

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Re: Lamplight City
« Reply #33 on: 27 Sep 2016, 19:24 »
Your progression over the years is truly inspiring my friend.

This looks/sounds amazing.

Re: Lamplight City
« Reply #34 on: 28 Sep 2016, 19:19 »
I love it. Great work as usual :D

Straight to the top of my "I can't wait for this game!!!" list :)
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Re: Lamplight City
« Reply #35 on: 30 Sep 2016, 16:46 »
No, the character sprites are how they appear in game. The compromise here is that there is no in-game scaling. But they're all lovingly rotoscoped, so I'm hoping that will let people overlook the resolution mismatch.

Very sad to read this as the atmosphere and style of the individual assets is outstanding. But this mismatch is a total no-go for me on the same level as bad English texts. It just totally kills the atmosphere/immersion for me. Hope others will enjoy it though. *sad*
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Re: Lamplight City
« Reply #36 on: 01 Oct 2016, 13:21 »
Have i imagined or you have a Hebrew graffiti in one of the images? :smiley:   

Re: Lamplight City
« Reply #37 on: 02 Oct 2016, 10:50 »
Incredible. One word for this.

Grundislav

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Re: Lamplight City
« Reply #38 on: 05 Oct 2016, 16:12 »
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Re: Lamplight City
« Reply #39 on: 11 Oct 2016, 07:40 »
Nice portraits and conversation UI. I'm in the "all one resolution" camp, but very much looking forward to this!