How do I make a decent background for AGS?

Started by sirbgb, Sun 18/09/2005 03:01:55

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sirbgb

     First off let me start by saying I have Photoshop, Illustrator, Freehand, and Flash, among other graphics program. I am aiming to create 320x200 backgrounds. I have attempted (with no success) to make a decent background in each of these programs. Everytime I convert my image to a bmp/gif/pcx etc. , the picture ends up losing most of its detail and is in effect ruined. Does anyone know a trick with these programs, or perhaps a better program to use? Any tips, software recommendations, etc. would be greatly appreciated. Thanks.

IM NOT TEH SPAM

#1
Well, for one you could save the program as a 32-bit bmp, rather than simply renaming it.  By renaming it, the program makes it a lesser quality bmp, thus ruining your beautiful artwork ;).   Photoshop also has a convert-to-gif function, which I used many times to post pictures and such on the forums. It usually doesn't remove any details from the image at all.  If I can get my brother to show me how later I will, but right now both of us are too tired. :)


Just a question though: Do you need help drawing the backrounds or converting them?  Or both? 

TheYak

Vector graphics seem to require a bit of clean-up, so unless you've got experience at doing good 1:1 conversions, I wouldn't recommend Flash or Illustrator.  They can be useful for basic outlining, particularly if you haven't got a scanner for hand-drawn concepts. 

Plan, plan and plan.  Sketch out your background (if you haven't got a scanner, sketch on the computer).  Photoshop's very helpful in this respect: Pixelling capabilities and layers.  Toss your sketch on a layer, lower the opacity until you've got your permanent lines where you want 'em.  Make another layer, set it to multiply and color-in.  Some people prefer different programs (like Pixia, ArtGem, or Deluxe Paint) but any program will work alright if you've just got a decent outline.  Something with layering helps since you can use a lot more trial-and-error options easily.

Check out the tutorials in the Critic's Lounge, looking specifically for background stuff.  Scummbuddy's got a nice, easy to follow Day of the Tentacle-esque room tutorial on his LucasStyle site, check the bottom of the page.  It's also a humbling way to go, but posting backgrounds in the Critic's Lounge can gather some good tips for improvement, just be ready to receive criticism and just implement suggestions you agree with.  Keep in mind that not everyone here is an artist and there've been many games with less-than-superb backgrounds.  They usually manage to make up for it with gameplay (sometimes better than that of the games with artistic merit).

sirbgb

Posted by: King_Nipper
"Just a question though: Do you need help drawing the backrounds or converting them?  Or both?"

The main reason I wrote is because I needed help converting the backgrounds. It would also be nice to have an experienced artist help me with them, but at the very least I would like to learn how to properly convert myself.

Thanks to both of you for the help so far.


TheYak

It really depends upon what you're converting from/to.  Jpeg should generally be avoided since it introduces artifacts (more and more with each recompression) and only provides 8 bits per channel (RGB) for 24 bits.  PNG format saves the color information, it's downside is massive size for more color information.  GIFs are often used for animation but with a max of 256 colors, it can introduce dithering in some programs or banding in others if your pic has more than that.  PCX isn't too bad, just a seldom-used format, basically similar to BMP but with better saving capabilities.  BMPs best avoided, it's lossless but also compressionless (though might be a good option for a BG/Sprite to be imported since you don't have to worry about compression). 

If you're going from a vector-based program (like illustrator or Flash) to raster graphics (bitmaps), it's gotta convert all the lines and fills to pixels.  This is done at a specified Dot-per-inch rating which can turn the image too large for use (requiring downsizing) or too blurred/chunky. 

Instead of blathering on like an imbecile, I should just say: Do you have a specific file/example so someone can see where the key issues might be?

sirbgb

I do have examples, but where can I post/send them so they can be viewed? I don't have a web site, so unfortunately I cannot post a link. I have made most of my art in vector programs like Flash and Illustrator. I guess the reason I didn't do it in Photoshop is because PS does not seem to be as friendly a programs for free hand drawing. I guess a good question for me to ask is: What file format/color depth should I stick to? I have run in to a lot of trouble with AGS not liking my background files. I am designing on a Mac and transfering to a PC, and I have never had compatability problems before. But... I have to open my bmps and pngs (saved with photoshop/etc.) in ms paint and save them again or AGS rejects them. Any thoughts?

TheYak

Mac v. PC image transfer difficulties? Nope, beyond the scope I feel like dealing with Macs.  If you're willing to toss an e-mail w/ attachment my way (if you don't want to do a real BG from the game, a quick mock-up would be fine) and I'll see what I can do.  I've got access to Windows, Macintosh and Linux PCs so I ought to be able to come up with something.  Even if I can't help make the image useable, I should at least be able to see why.  Email linkage.  Who knows? There are far more capable people than I on these boards, I may just be re-asking your questions again.   :P

Bradless01

hmmmmmm... im not to sure how yuo could do that but for my backgrounds and graphics i use a crappy thing named paint. could someone tell me where i can get a better graphic thing for my games? but i need one thats free.

Scummbuddy

A) do a forum search for "free art program" you may come across a thread title called" Free art programs"

B) check out the links mentioned in this thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22690.0
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