Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: Damien on Sat 27/03/2004 10:09:26

Title: Another practice BG (New Style)
Post by: Damien on Sat 27/03/2004 10:09:26
Here it is:

(http://www.2dadventure.com/ags/D_CMBG.jpg)

I've been having problems with adding a texture to the walls, could I get some suggestions with that please?

I know it lacks detail, but as the title says, this is just a practice BG. Also, when I finish with the texturing, I'll add shadows and highlights.


Here are steps of making the BG, if anyone's interested:
(http://www.2dadventure.com/ags/D_CMBG_STEPS.jpg)
1.Drew it on a piece of paper
2.Traced and colored it using mspaint and IrfanView
3.Added some texture using burn/dodge tool in Gimp

Thanks in advance.
Title: Re:Need help with character shading
Post by: Darth Mandarb on Sat 27/03/2004 12:00:50
All-in-all a good sprite!

I took a stab ...

100% (http://www.twin-design.com/ags/help/help_damien01.gif)  200% (http://www.twin-design.com/ags/help/help_damien01.gif)
I added some shading and altered the eyes a little bit.  I also thickened the legs and added some boots, but they can be removed of course.

I would further suggest doing some alterations to the shoulders.  He looks like he has a REALLY long neck!  But I didn't want to change it that much!

Keep it up!

~ d
Title: Re:Need help with character shading
Post by: Eggie on Sat 27/03/2004 12:26:39
I think he looked better when he was weedy, Darth.  :P
Title: Re:Need help with character shading
Post by: Damien on Sat 27/03/2004 13:08:26
Thanx Darth, that helped a lot!

I'll post the new version of the character when it's done.
Title: Re:Need help with character shading
Post by: Phemar on Sat 27/03/2004 13:20:59

Darth, you must seriously absolutely adore shading, I bet this subject just jumped straight up at you...

Back to topic: I like your char alot, Damien, althought I do thing Darth's one is better. If you do like this skinny one better than I suggest adding boots like Darth did.

Anyway, Cheers!
Title: Re:Need help with character shading
Post by: Damien on Sat 27/03/2004 14:47:20
Here's the update of the first character, thanx to Darth:
(http://www.2dadventure.com/ags/Char_01V2.gif)
(http://www.2dadventure.com/ags/Char_01V2.gif)

The second character I've been working on
(http://www.2dadventure.com/ags/Char_02.gif)
(http://www.2dadventure.com/ags/Char_02.gif)

Female character I'm not satisfied with:
(http://www.2dadventure.com/ags/Char_03.gif)
(http://www.2dadventure.com/ags/Char_03.gif)
How to make her look more like a woman?
Title: Re:Need help with character shading
Post by: Phemar on Sat 27/03/2004 14:56:16
(http://www.2dadventure.com/ags/ding.gif)

Sorry about the quality, just wanted to show the boots shouldn't be skintight.
Title: Re:Need help with character shading
Post by: Damien on Sat 27/03/2004 15:03:16
Yeah, thanx I haven't noticed that, here's 2nd version:
(http://www.2dadventure.com/ags/Char_02V2.gif)
x2
(http://www.2dadventure.com/ags/Char_02V2.gif)
Title: Re:Need help with female character
Post by: Moox on Sat 27/03/2004 16:29:18
(http://www.2dadventure.com/ags/redo2.png)

What i did was:

made her 1 pixel skinnier
moved up nose
Changed eyes
removed 1 pixel off neck and extended the hair onto the dress
fixed arms
(http://www.2dadventure.com/ags/redo3.png)
version2

Same as above, but different arms
Title: Re:Need help with female character
Post by: Kweepa on Sat 27/03/2004 18:57:37
I tried to make her look less like a cross-dressing gorilla.
(No offence! I like the character styles!)

(http://www.mccrea.demon.co.uk/step/ags/woman.gif)

Lightened her eyebrows and moved her hair away from her eyes a bit.
Added pink to cheeks.
Lightened her lipstick a bit.
Changed outline of chin from grey (stubble) to pink.
Narrowed shoulders.
Raised hips and thickened waist slightly.
Raised and thinned arms. (Not entirely successful - I think her upper arm is still a little long.)
Narrowed and lengthened neck.
Opened neck laces a bit and toned down breasts.
Added handkerchief :)

She still looks like a slightly older woman - maybe you can play with the face shape and the arm outline a bit to improve that.
I didn't bother to put back the dark red outlines on her shoulders.

Hope that helps.
Title: Re:Need help with female character
Post by: Darth Mandarb on Sat 27/03/2004 19:49:02
Oh well ... thought I'd make an edit anyway!

I could be wrong ... but it seems like you're going for a more 'Shakespearian' era look.  The dress looks more 'Colonial American' to me.  So I made some alterations ... Of course, your second male sprite looks more colonial American to me too ... hmm

(http://www.twin-design.com/ags/help/help_damien02.gif)
(http://www.twin-design.com/ags/help/help_damien02.gif)

* I changed the dress quite a bit
* narrowed the shoulders
* altered the head/face
* slimmed down the hips (dress)
* moved hands behind back for a more feminine stance
* added a belt
* shaded the boobs

Ahh .. what do I know?  ;)

~ d
Title: Re:Need help with female character
Post by: Kweepa on Sat 27/03/2004 21:45:55
Aah - much better than mine!
Title: Re:Need help with female character
Post by: Phemar on Sun 28/03/2004 05:55:24

I must say, if you combined Darth's body and Steve's head you'd have a near perfect character!

P.S. How do you change the subject of your topic?
Title: Re:Need help with female character
Post by: Damien on Sun 28/03/2004 16:10:04
Thank you all, for your replies and edits, they've been a lot of help to me :), I'll post the new version later when i finish it.

QuoteI tried to make her look less like a cross-dressing gorilla.
Ha ha ha, when I first read this I laughed my ass of ;D!


Zor:You edit the first post, and change it's subject.

Title: Re:Need help with female character
Post by: Moox on Sun 28/03/2004 16:54:35
Hey Zor, heres a combination of the two
(http://www.2dadventure.com/ags/FEMALE33.PNG)
Title: Re:Need help with female character
Post by: Damien on Sun 28/03/2004 18:56:40
And here's my version:
(http://www.2dadventure.com/ags/Char_03V2.gif)
(http://www.2dadventure.com/ags/Char_03V2.gif)




And a new character for you to criticise, yay!
(http://www.2dadventure.com/ags/Char_04.gif)
(http://www.2dadventure.com/ags/Char_04.gif)
Title: Re:Need help with female character
Post by: Kweepa on Sun 28/03/2004 23:32:25
Cool. I'd:
make his face a bit more contrasty - I guess you'd have to darken his beard a bit.
put some light and shade on his lap so you can tell he has one - it's a bit hard to make out what's going on there.
Title: Re:Need criticism on walkcycle
Post by: Damien on Fri 02/04/2004 23:18:05
Walkcycle I've been working on:
(http://www.2dadventure.com/ags/Char2_rw.gif)
x2
(http://www.2dadventure.com/ags/Char2_rw.gif)

What do you think?
Title: Re:Need criticism on walkcycle
Post by: Darth Mandarb on Sat 03/04/2004 00:28:34
Frame 4 needs a little tweaking ...

The leg stays too far back, and is generating that skipping effect.

I tried  an edit ... but my GIF proggy keeps messing it up.  You get this:
(http://www.twin-design.com/ags/help/damien_help03.gif)


~ d
Title: Re:Need criticism on walkcycle
Post by: earlwood on Sat 03/04/2004 01:53:09
Nice Sprites Damien..are you remaking Colonel's Bequest?  :P
Title: Re:Need criticism on walkcycle
Post by: Bernie on Sat 03/04/2004 03:25:33
Looks pretty good so far, well done! :D

I do have a few crits, though:

-The flow of the animation is a bit off, the arm goes forward and back really fast, you could try evening it out a little ove the frames before and after the the arm's at the front. Maybe letting it go a bit more to the back wouldn't hurt either.

-On frame 5, the upper part of the foot in front goes back a little, making the animation a bit shaky. If you make it come forward more, it should look much smoother.

Hope I've not been too rough on ya. Keep up the great work, would love to see those sprites in a game! :D
Title: Re:Need criticism on walkcycle
Post by: Damien on Sat 03/04/2004 13:26:39
Thanks for the crits, here's the update on the walkcycle:
100%
(http://www.2dadventure.com/ags/Char2_rw_v2.gif)
200%
(http://www.2dadventure.com/ags/Char2_rw_v2.gif)

-fixed the arm so that it doesn't go forward too much
-fixed the leg
-made his hair move a little bit

QuoteNice Sprites Damien..are you remaking Colonel's Bequest?  :P
Ummm...  No.
Title: Re:Need criticism on walkcycle
Post by: Rik_Vargard on Sat 03/04/2004 14:19:41
Nice :)

And I like the colors you use.
Title: Re:Need criticism on walkcycle
Post by: Ginny on Sat 03/04/2004 15:15:08
Great sprites and animation!
One crit though: The hair pixel that moves in the new version is detached from the rest of the hair in one of th frames. Or at least that's how it looks. Maybe if that par of hair was a bit thicker, so more hair would be moving?

I'm eager to see more, you have a great style! :)
Title: Re:Need criticism on walkcycle
Post by: Bernie on Sat 03/04/2004 15:18:08
The arms are much smoother now. You could still have them go forward more, but you'd have to spread the moving forward and going back over a few more frames.

The foot problem in frame 5 is still present, I did a quick edit to show you what i mean:

Yours:
(http://www.2dadventure.com/ags/Char2_rw_v2.gif)
Edit:
(http://www.2dadventure.com/ags/sirwalker.gif)

Sorry about the black stuff at the bottom, no idea where that is coming from, but I guess it marks those frames I've edited. :D

What do you use to animate? Best to use something that lets you preview the animation, or least lets you browse through frames quickly. You could download Klik & Play for schools (free) from www.clickteam.com, it has a really nice pixel-based editor.
Title: Re:Need criticism on walkcycle
Post by: Damien on Sat 03/04/2004 21:22:05
Thanx for the crits everyone.

Bernhard, i use mspaint to draw it, Irfanview to preview the animation using the slideshow option, and converting to gif and Unfreez to make the animated gif.
I'll check out the clic & play.
Title: Re:Need criticism on walkcycle
Post by: Czar on Sat 03/04/2004 22:34:09
Just came to give feedback about these really fine looking sprites.
I really like your stuff Damien. Keep it up.

Cz
Title: Re:Need criticism on south walkcycle
Post by: Damien on Sat 03/04/2004 23:38:05
I started working on south walkcycle:
(http://www.2dadventure.com/ags/Char2_dw.gif)
x2
(http://www.2dadventure.com/ags/Char2_dw.gif)


Is everything ok with his leg movement, it's obvious that his hands are static, but I'm too tired to do that now.
Also, the image got a little screwed during the gif conversion.


Czar: Hvala. :)
Title: Re:Need criticism on south walkcycle
Post by: Moox on Sun 04/04/2004 02:12:36
He is bobing up and down too much and perhaps add some arm swing
Title: Re:Need criticism on south walkcycle
Post by: Bernie on Sun 04/04/2004 02:27:56
After the feet touch the ground again, they need to move back, up in the air and down again. Hard to explain with words, hope this helps - it has only 6 frames though:

(http://www.faind.com/bernie/mrwalky.gif)
Title: Re:Need criticism on south walkcycle
Post by: Mari on Mon 05/04/2004 20:27:26
What about this for a female character?


(http://www.ncloansource.com/mary/girl3.gif)
(http://www.ncloansource.com/mary/girl3.gif)

I did it real quick and she would need to have her clothes changed I am sure, but maybe some of you could fix her so she is more uniform with the other characters.
Title: Re:Need criticism on south walkcycle
Post by: Damien on Tue 06/04/2004 16:00:26
Thanks Artist for the great female sprite, but I'm finished with it, and going to keep my version for now.
Title: Re:Need criticism on south walkcycle
Post by: Vel on Tue 06/04/2004 16:21:44
Damien, what game's that for?
Title: Re:Need criticism on south walkcycle
Post by: Damien on Wed 07/04/2004 18:24:53
BG I started working on:
x2:
(http://www.2dadventure.com/ags/1st.png)

It's a station where space truckers refuel their spaceships and grab a bite.

What do you think?
Title: Re:Need criticism on background
Post by: Opo Terser on Wed 07/04/2004 20:58:20
I like the backround but the yellowish orangish backround doesnt seem right for space (is it in space?, i dont know)
Title: Re:Need criticism on background
Post by: Darth Mandarb on Wed 07/04/2004 22:01:57
It looks like the place Lonstar & Barf stop at near the end of Spaceballs.

I like it a lot!

I would take out the lighter shades between the gradients in the sky.  It breaks it up too much.

I would suggest you add some detail (rivets/bolts) to the top of the landing platform area, like you did on the front/side.  I think it would look better.

And scuff up (dirty-up) the landing strip some.  It looks too shiney and new.
Title: Re:Need criticism on background
Post by: Hollister Man on Thu 08/04/2004 05:42:56
#1: Great work, although I thing the background should be more spacelike than orange sherbet

#2: Are you the same Damien who's working on the DQ music?  If so, feel free to play around with some sprites at the DQ forums and post for everyone. If not, please accept my apology and my invitation.  PM me if you have no idea what I'm talking about. :)
Title: Re:Need criticism on background
Post by: Damien on Thu 08/04/2004 16:28:50
QuoteI like the backround but the yellowish orangish backround doesnt seem right for space (is it in space?, i dont know)
QuoteGreat work, although I thing the background should be more spacelike than orange sherbet
Actually, It's not in space but on a small desert/rocky planet.


Here's the new BG, from inside the bar
x2:
(http://www.2dadventure.com/ags/1stbar.png)


Ps: Yes, I am the same Damien
Title: Re:Need criticism on background
Post by: DanClarke on Thu 08/04/2004 16:32:34
try and make those circular things on the floor all the same style as the ones on the right, some of them have a funny perspective.
Title: Re:Need criticism on background
Post by: Moox on Fri 09/04/2004 03:32:22
do the chairs pop out of those holes in the ground? I like the space quest kinda feel, Good job and keep up the good work
Title: Re:Need criticism on background
Post by: Darth Mandarb on Fri 09/04/2004 04:40:00
I couldn't resist ...

(http://www.twin-design.com/ags/help/damien_help04.gif)

I added some details and some more shading.

There's more I could do, but didn't want to over due it.

Feel free to use or discard.
Title: Re:Need criticism on background
Post by: Phemar on Fri 09/04/2004 07:53:19

Um, you're making a game with space backgrounds, but with characters from the 1800's?

BOT: Like the BG, alot.
Title: Re:Need criticism on background
Post by: MrColossal on Fri 09/04/2004 07:55:57
if you read the thread he said that he's not making a game, they're for practice

but other than that I demand a game set in space with people from the 1800's!

Make it so!
Title: Re:Need criticism on background
Post by: Darth Mandarb on Fri 09/04/2004 07:58:24
Quote from: MrColossal on Fri 09/04/2004 07:55:57but other than that I demand a game set in space with people from the 1800's!

Make it so!
I agree.

Farlander and I were chattin' about this.  It would be very Dune'ish and cool.

I say go for it.
Title: Re:Need criticism on background
Post by: Damien on Fri 09/04/2004 12:04:42
That's great Darth, thanx for that edit!

Quotedo the chairs pop out of those holes in the ground?
Yes they do.

Quoteif you read the thread he said that he's not making a game, they're for practice
Actually, the backgrounds are for MAGS entry, hope I'll find the time to finish it.

EDIT:
A new background, EGO's room:
x2:
(http://www.2dadventure.com/ags/1stRoom.png)

I thought about drawing some clothes on the ground,and stuff.

What do you think?
Title: Re:Need criticism on Hotel Room
Post by: Valzebnik on Fri 09/04/2004 15:41:04
Hey! The sprites gone bad  ;D . Better fix it!  :P. Nice sprites!
Title: Re:Need criticism on Hotel Room
Post by: Moox on Fri 09/04/2004 15:52:12
I love the bed
Title: Re:Need criticism on Hotel Room
Post by: Czar on Fri 09/04/2004 16:04:29
I love everything but some little things.
Lets say the color of those lava lamps (they are lava lamps, right?), if it has to be funky, i think you should use more "live" colors.
And I dont think those walls represent "funky" ( no hard feelings  :) ). Maybe more lighter colors and spots :) (Sixtiees).
But what do I know.  8)

Anyway, as a picture, I think its pretty good :)

Pozdrav :P
Title: Re:Need criticism on Hotel Room
Post by: AGS_guy on Sat 10/04/2004 15:46:25
Very good
Title: Re:Need criticism on Hotel Room
Post by: Damien on Sun 25/04/2004 14:19:03
I'll try to make a sneaker/shooter game in AGS, here's the main character:

(http://www.2dadventure.com/ags/Ninja_Hol.gif)
x2:
(http://www.2dadventure.com/ags/Ninja_Hol.gif)

c&c?
Title: Re:Low Res Ninja Sprite
Post by: Phemar on Mon 26/04/2004 04:47:20

That's a cool little. On the up/down view his feet shouldn't stay the same as they go up and down, though.
Title: A test background (planometric?)
Post by: Damien on Sun 02/05/2004 20:48:27
I made some tiles using m$paint and came up with this planometric (I think) background.
(http://www.2dadventure.com/ags/Damien_test.PNG)
x2:
(http://www.2dadventure.com/ags/Damien_test.PNG)
This is just a test background, i still haven't applied shading and the fence is screwed up. I also included a ninja sprite with the background to try out the walkbehinds and stuff.
The main problem IMO is that it looks empty.

Suggestions?
Crits?
Title: Re: A test background (planometric?)
Post by: Daz on Sun 02/05/2004 21:24:42
i think its looks cool, kind of a front on view of gta

only thing i can think of is if you put a stair way going up the side of the taller building maybe even a smashed up car outside of it.

other wise looks cool.

-Daz
Title: Re: A test background (planometric?)
Post by: Chicky on Sun 02/05/2004 21:28:04
I agree with daz its kool, just needs the little details which make it more interesting.

you could make it into a shooter, like the mittens shooter. That would be kool.

-OSC
Title: Re: A test background (planometric?)
Post by: Andail on Mon 03/05/2004 00:31:29
It's not technically planometric; planometric indeed lacks vanishing points, but is drawn with 45 degrees x and y axis, showing three sides of a cube, including the top.
Apart from that, this thread is an exemplary critics lounge thread, displaying some really nice cooperation and lots of progress :)
Title: Re: A test background, applied shading
Post by: Damien on Mon 03/05/2004 20:08:21
Thanks for the positive feedback.

Quoteonly thing i can think of is if you put a stair way going up the side of the taller building maybe even a smashed up car outside of it.
I will add that and a couple more details in the next edit.

Quoteyou could make it into a shooter, like the mittens shooter. That would be kool.
It's going to be a shooter, but a sneaker/shooter/adventure game.

QuoteIt's not technically planometric; planometric indeed lacks vanishing points, but is drawn with 45 degrees x and y axis, showing three sides of a cube, including the top
Yes, I googled the word 'planometric' and found the exact same thing you were talking about.


Here's the new version with shadows, oooh:
(http://www.2dadventure.com/ags/Damien_testV2.PNG)
x2:
(http://www.2dadventure.com/ags/Damien_testV2.PNG)

Title: Re: A test background, applied shading
Post by: Meowster on Mon 03/05/2004 20:27:36
Why are that womans arms sprouting from her breasts?
Title: Re: A test background, applied shading
Post by: Damien on Mon 03/05/2004 20:39:36
QuoteWhy are that womans arms sprouting from her breasts?

(http://www.2dadventure.com/ags/Char_03V2.gif)
You mean this one?
Title: Re: Need help for walkcycle
Post by: Damien on Fri 21/05/2004 20:20:00
(http://www.2dadventure.com/ags/Char2_dwV2.gif)
x2:
(http://www.2dadventure.com/ags/Char2_dwV2.gif)

I took an old walkcycle that didn't have any arm movement, and I tried to add it but as You can see it didn't work out.
I'm aware that his hands move too far left and right, but I can easily edit that.
The problem is that it looks to symetrical, so it looks like he's moving his both hands in the same direction, unless You look really close.

Any ideas on how to fix this?

PS. The colours got screwed up during the gif conversion.
Title: Re: Need help for walkcycle
Post by: Hollister Man on Sat 22/05/2004 03:25:49
Most people don't swing their arms out and around their body.  He'd look better if his shoulders were a teensy bit wider, so his arms hung a little farther out by nature, then they could just swing casually, instead of looking contrived.
Title: Re: Need help for walkcycle
Post by: auhsor on Sat 22/05/2004 04:42:33
Yeah you definately need to fix some things up on the arms. Maybe make them so they bend more, instead of just swinging around his body.
Title: Re: Need help for walkcycle
Post by: on Sat 22/05/2004 07:43:09
arms swing when we walk because our shoulders are moving.  move the shoulders and the movement of the arms may look more natural.
Title: Re: Need help for walkcycle
Post by: Synthetique on Sat 22/05/2004 18:07:39
He's obviously gay, so I think it looks natural already.
Title: Depth problems
Post by: Damien on Sat 29/05/2004 20:11:06
(http://www.2dadventure.com/ags/Damien_path.PNG)
x2:
(http://www.2dadventure.com/ags/Damien_path.PNG)
I need help with this background I started today.

The main problem is that the grass and the path look flat, could anyone give me a hand with this. I don't mean putting stuff on it to give it depth, I mean just shading it or something. I tried and it didn't work to well.
I made this to try out some new stuff (drawing trees, clouds, mountains), and it was done in MsPaint, so please note that I'm unable to make psp like gradients, L3n6 Fl4er5 and similar stuff.

Thanks in advance.
Title: Re: Depth problems
Post by: on Sat 29/05/2004 22:15:32
great BG. the tree looks great. If you can make the rest of the BG like that it would be incredible. It does look rather plain right now. About the depth, the path going to the mountains should be narrowed uptil just a point, unless the land slopes downhil at the horizon and then up again for the hills. aside from the grass, the mountains should also have some shading to define its shape, showing rocks and irregularites (it looks kind of smooth now to be realistic) The blue outline on top of the mountains look kind of odd. Maybe you can add some clouds infront of them, if they are meant to be high enough for that.
Title: Re: Depth problems
Post by: Darth Mandarb on Sun 30/05/2004 00:22:12
(http://www.twin-design.com/ags/help/damien_help04.gif)

Not quite the end-result I had in mind at first (don't know where the lake came from) but I think it looks pretty good.

This was done with nothing but color and brushes.Ã,  No filters/gradients/etc.

Hope it helps!
Title: Re: Depth problems
Post by: Damien on Sun 30/05/2004 10:34:06
Thanks Darth and Babloyi, that helps a lot!

I'll try adding some noise to the grass (which is not hard to do using MsPaint), and i noticed that the clouds look weird and need to be fixed.

When it's finished, it'll be posted here.
Title: Re: Depth problems
Post by: Igor on Sun 30/05/2004 11:48:40
(http://users.volja.net/igorsi1/backcomp.jpg)

The main problem i see with this pic is its composition... The way it is now, it's practicaly divided on 2 parts (as shown on pic) that equaly draw viewers attention and so make pic more confussing and less pleasant for the eyes as it could have been.
I'd suggest to make the road's course from bottom right corner to the same upper point it is now. This will make pic much clearer and more dynamic.

Btw, great backgrounds otherwise.
Title: Re: Depth problems
Post by: Damien on Sun 30/05/2004 13:07:48
Here's the new version, based on the DM's edit:
(http://www.2dadventure.com/ags/Damien_pathV2.PNG)
x2:
(http://www.2dadventure.com/ags/Damien_pathV2.PNG)

I:
-added some noise on the ground
-fixed the sky
-added reflection on the background lake
-added some myst on the mountains


Igor:
Yeah, I see what you mean. It's weird how i never notice those things. Anyway, I made this mostly to practice on my tree making skills, and to try out a new sky drawing style.
QuoteBtw, great backgrounds otherwise.
Hvala : )
Title: Re: Depth problems
Post by: auhsor on Sun 30/05/2004 15:57:21
Wow, it looks really great. I don't think I can find anything to criticize. You have really transformed the original into a great background. I love this style of art. I love the tree and it's shading, I love the path and the water. I especially love the mist on the mountains.Ã,  At first they seem that they dont really fit in with the style (being more AGI looking), I think that it is awesome.

Btw, Darth. I'd like to thank you for all the work you put into helping people with their art. I've been hanging out in the Critics lounge quite regularly lately, and its so good to see how you help everyone. You have great ability, and its good to see you helping people.
Oh and yeah I'll also take this opportunity to thank Igor for the most amazing pictures ever. I look up to those drawings, and know that I'll never be that good. But yeah, thank you for sharing your art. And it is very beauriful art.
Oh and I will also thank everyone else who helps to make the CL such a great place.

Um yeah and back to the topic, sorry I just felt that I needed to say that, tho this isnt the right thread...
Title: Re: Depth problems
Post by: Damien on Sun 30/05/2004 18:40:22
Thanks Auhsor.
About the myst, I think that this is the best way to make it using MsPaint, and yeah it looks all pixelly and cool. Heheh.

I would also like to thank Darth, he has helped me improve my style a lot, and Igor for his art and especially for this:
QuoteInk or Photoshop are for pussies

He he.
Title: Re: Depth problems
Post by: Sam. on Sun 30/05/2004 21:45:00
That looks fantastic, my only crit is that the water is too clear. The refletion is good but maybe you could make it a bit duler or put something in it? at the moment it looks like a blu mirror, other than that, great work mate.
Title: Re: Depth problems
Post by: Opo Terser on Mon 31/05/2004 02:37:27
you could try the misty kinda fade shit like this:

(http://www.2dadventure.com/ags/depth_copy.gif)
Title: Re: Soldier sprite
Post by: Damien on Thu 10/06/2004 17:54:55
Here's a little soldier walkcycle sprite I've been working on:
(http://www.2dadventure.com/ags/D_Walk.gif)
x2:
(http://www.2dadventure.com/ags/D_Walk.gif)
BANZAI!


And the same guy, but with different weapons:
(http://www.2dadventure.com/ags/D_weapo.gif)
x2:
(http://www.2dadventure.com/ags/D_weapo.gif)

I don't think I drew that shotgun wery well, could someone help me out with it?

What do you think?
Title: Re: Soldier sprite
Post by: Chicky on Thu 10/06/2004 18:00:12
I like, they all look pretty much perfect to me. Would you be making a platformer?

If so, i wish you all the luck Damiem. Your art looks real nice.
Title: Re: Soldier sprite
Post by: Daz on Thu 10/06/2004 18:00:37
shot guns do not usually dont get pushed back into the shoulder, i like the restÃ,  they look cool

maybe give a different stance for each gun if it isn't too much bother :P

-Daz
Title: Re: Soldier sprite
Post by: Damien on Thu 10/06/2004 18:14:43
Whoa! 3 replies in just one minute!

First of all thanks for the feedback.

OSC:
Maybe, but if I make it I'll probably use the game maker.
You see, I don't plan redrawing the whole character for every weapon, instead I plan making him in 2 parts: body and hands. Then when i want to animate ,let's say, a recoil, the main part of character (body) runs, jumps, swims, or whatever while the arms move backwards one pixel. That way i don't need to have a recoil animation for jumping, running, swimming, etc.
I guess that would be kind of hard to do in AGS, since i don't know much about programming.

Ummm, I hope you understood what i wanted to say.
Title: Re: Soldier sprite
Post by: Moox on Thu 10/06/2004 20:55:32
I tried to make him more tough by adding a tatoo, removing the downed fighter jet helmet and changing the boot color.

(http://www.2dadventure.com/ags/gun_guy_png.PNG)

Title: Re: Soldier sprite
Post by: Daz on Fri 11/06/2004 12:19:05
i prefered it before now they look like allout american action heroes
Title: Re: Soldier sprite
Post by: Damien on Fri 11/06/2004 12:21:44
Hey, thanks Lost. I will make something simmilar, but for the enemies. I prefer the main character as he is , except that shotgun...
Title: Re: Soldier sprite
Post by: Phemar on Fri 11/06/2004 13:00:48

I think you should change the bright green to a nice, lush dark green. He looks sissy with bright green...
Title: Re: Barrels o' fun
Post by: Damien on Sat 12/06/2004 16:35:37
(http://www.2dadventure.com/ags/D_brls.gif)
x2:
(http://www.2dadventure.com/ags/D_brls.gif)

Could someone please help me draw a rusty, old barrel?
Up there are some I drew today but when i try to apply rust to the 1st one it just looks real bad.


Oh, and some c&c on the crouching sprite please.


Zor: I don't know about that. The sprite will be really small in the game, and most of the backgrounds will be dark, so I'll look into that once I'm finished with the tech demo.
Title: Re: Barrels o' fun
Post by: Daz on Sat 12/06/2004 17:16:40
here you are, a rusty old barrel

(http://www.2dadventure.com/ags/rustyness.png)
(http://www.2dadventure.com/ags/rustyness.png)
sorry for the lack of rust, i did it quickly

hope it helps

-Daz
Title: Re: Barrels o' fun
Post by: Damien on Sat 12/06/2004 18:30:24
Hey, thanks!

I'm probably going to make it a bit more rusty, beaten and going to add some holes.
Title: Re: Barrels o' fun
Post by: Darth Mandarb on Sat 12/06/2004 19:44:30
The trooper doesn't really look like he's crouching, more like he's kneeling.

I did this:
(http://www.twin-design.com/ags/help/damien_help05.gif)
- added some muscle mass to his arm
- added in a visible back arm
- added in an 'out' leg to achieve a crouch
- altered the helmut a little
- altered the boot a little

~ cheers
Title: Re: Barrels o' fun
Post by: Damien on Sat 12/06/2004 21:10:34
Thanks alot Darth for another great edit!

Hope You don't mind if I use it.


EDIT:
Here's something I made out of some character animations (runing, crouching):

(http://www.2dadventure.com/ags/D_Bazooka.gif)
x2:
(http://www.2dadventure.com/ags/D_Bazooka.gif)

I made this to check out how some stuff will look animated, and then decided to post it here instead of just deleting it.
Title: Re: Small animation
Post by: Redwall on Sun 13/06/2004 05:48:19
If it's a rocket laucher, there should be a flame that shoots out the back, shouldn't there?
Title: Re: Small animation
Post by: Damien on Sun 13/06/2004 12:23:51
Yes, there will be flame.
Title: Re: Small animation
Post by: Daz on Sun 13/06/2004 12:48:13
perhaps the rocket launcher should have more kick when it is fired?

i really like animation though really nice, keep it up and i hope to see more.

-Daz
Title: Re: Small animation
Post by: Redwall on Sun 13/06/2004 16:11:12
Rocket launchers are actually recoilless rifles, so there shouldn't be any kick.
Title: Re: Small animation
Post by: Hollister Man on Tue 15/06/2004 03:46:35
Yeah, a rifle kicks because of the combustion inside the chamber, which propels the bullet out.  A rocket simply sits inside the a tube-like launcher and propels itself out, no kick (imagine a self-powered spit ball)  now a mortar on the other hand....
Title: Re: Winamp FoY skin
Post by: Damien on Sat 10/07/2004 21:18:21
Browsing through the old crap I have on my hard disk, I found an old winamp skin I started working on a long time ago. Now it's finished:
(http://www.2dadventure.com/ags/D_FoYskin.gif)


Download the skin here:
D_FoYskin.zip (http://www.2dadventure.com/ags/D_FoYskin.zip)


I have Winamp 5.02 and it works fine.
Title: Re: Winamp FoY skin
Post by: on Sat 10/07/2004 23:30:45
Excellent stuff Damien :D Did you consider putting "Inventory" over the playlist?

:)
Title: Re: Another Winamp skin: Jp & Cosmo
Post by: Damien on Mon 12/07/2004 18:24:59
Here's the 2nd skin I finished today:

(http://www.2dadventure.com/ags/D_Jp&Cosmo.gif)

Download the Jp & Cosmo skin here:
D_Jp&Cosmo.zip (http://www.2dadventure.com/ags/D_Jp&Cosmo.zip)


Mods: Cool thought, I have an idea where to use it.
Title: Re: Another Winamp skin: Jp & Cosmo
Post by: Al_Ninio on Mon 12/07/2004 18:39:50
Well, I really dig the FoY skin.
In fact, here's a screenshot of it on my desktop!
Screenshot (http://www.terran-x.com/al/winamp0r.jpg)

the JP and Cosmo one though...
The colours hurt my eyes :(

PS.
I don't know about the JP and Cosmo one, but the FoY one seems to work only in Winamp 5.
Title: Re: Another Winamp skin: Jp & Cosmo
Post by: Darth Mandarb on Mon 12/07/2004 18:52:57
How cool is this?

That's great!

I like JP & Cosmo being down in the corner like that.

I've made some custom skins before for winAMP ... but I lost them with my hard-drive crash a few months back.

This is cool man!
Title: Re: Another Winamp skin: Jp & Cosmo
Post by: viktor on Mon 12/07/2004 20:49:06
this looks cool. But it dosn't work with my winamp. I do hawe a rather older version though.
Could you people tell me what you use to make these skins?
Title: Re: Another Winamp skin: Jp & Cosmo
Post by: Damien on Mon 12/07/2004 21:57:53
Thanks, I'm glad you like it.

Highwaygal:
After making the FoY skin, I wanted to make something more colorful, I noticed how dark your desktop is, must be the reason why bright colors 'bug' you so much.


Viktor:
First download winamp5 from http://www.winamp.com/player/ and install it. Now open up the winamp/skins directory, there should be a file there called Classic.wsz
You can open that file with winzip, and modify the bmp's in there.
Title: Re: Another practice BG (New Style)
Post by: Damien on Sat 25/09/2004 21:39:40
Here it is:

(http://www.2dadventure.com/ags/D_CMBG.jpg)

I've been having problems with adding a texture to the walls, could I get some suggestions with that please?

I know it lacks detail, but as the title says, this is just a practice BG. Also, when I finish with the texturing, I'll add shadows and highlights.


Here are steps of making the BG, if anyone's interested:
(http://www.2dadventure.com/ags/D_CMBG_STEPS.jpg)
1.Drew it on a piece of paper
2.Traced and colored it using mspaint and IrfanView
3.Added some texture using burn/dodge tool in Gimp

Thanks in advance.
Title: Re: Another practice BG (New Style)
Post by: Mr_Frisby on Sun 26/09/2004 01:34:58
Nice BKG. I dont think you need to worry about texture just light. Your light source is the door and windows - if you don't know what I mean post a link with your image in .bmp (hard to redo in JPEG format) and i'll do a quick one for you.
Title: Re: Another practice BG (New Style)
Post by: Neutron on Sun 26/09/2004 03:27:31
Hi, one way to make the walls less plain:  select them by region with the magic wand tool, then go to a big brush, and hit them just slightly with some black or brown, at low opacity, especially in the corners.  You might want to give them some slight tonal variation relative to each other, depending upon the position of the light source.  also, I wanted to mention, that one of your sprites from the first page looks a bit flat backed from the side view.  making his shoulder blades protrude slightly past his arm might help this condition.   
Title: Re: Another practice BG (New Style)
Post by: cpage on Sun 26/09/2004 04:25:18
here you go

this was my idea :P


Edit:

Okay but seriously if you could post a copy of thisÃ,  Non- Jpged it would help alot I'm having a hell of a time seperating the layers

edit2:
okay here is a quick paint over to maybe give you some ideas. PLEASE NOTE: this version sucks i did it 15 minutes to show you what i saw in my head
Title: Re: Another practice BG (New Style)
Post by: Damien on Sun 26/09/2004 10:56:07
Like I said, it's for practice purposes only, it isn't going to be used anywhere. But yes, I used the MI BG as a reference when sketching.

cpage, could you tell me what you did with the walls, did you use a noise filter or...?

Thanks neutron, I'll try that. Oh, and the characters from the begining of the thread are something I did a very long time ago, so I guess I won't be working on them anymore. But thanks for noticing.

Sorry for posting a jpg MrFrisby, but the file size was around 150kb's for png or gif, and around 40 for jpg.
Title: Re: Another practice BG (New Style)
Post by: cpage on Sun 26/09/2004 13:09:18
I took a gravel textre resized it to 50%(for the sides, on the back wall it was about 35%)  And picked a color slightly darker then the walls color. Then just a little fiddling with the layer opacity and i came up with that and i was pleased.
Title: Re: Another practice BG (New Style)
Post by: Damien on Sun 26/09/2004 13:27:43
(http://www.2dadventure.com/ags/D_BGCM_v2.jpg)

Well, here's my go at texturing the walls, I drew some random lines with the dodge/burn tool, an then I used the nouse filter. I also added three levels of shading (actually four if you count the girders and the room to the left), but i think I screw up the BG there.

Any comments?
Title: Re: Another practice BG (New Style)
Post by: Pft! on Sun 26/09/2004 22:06:13
You're doing great work!
Title: Re: Another practice BG (New Style)
Post by: cpage on Mon 27/09/2004 08:52:45
looks great man! 

Only crit is the straight verticle lines on the sides make it look a bit odd but other then that awsomeness
Title: Re: Another practice BG (New Style)
Post by: Phemar on Mon 27/09/2004 13:03:40

When I saw this the first thing i said was "Hmm... CMI!". Very Similiar.

All in all a good BG. I would either shorten it or make it wider.

Be sure to add more detail.
Title: Re: Another practice BG (New Style)
Post by: Damien on Mon 27/09/2004 14:28:31
Thanks cpage and SQ4.5.

Zoraphus: Yep, I know about the detail, but I'm done with that one.

Next I wanted to practice with open spaces, but some problems ocured, and I need your help. Here's the pic:

(http://www.2dadventure.com/ags/D_BGCM2.PNG)

I know that it lacks a sky and shadng and texture on some objecs. I actually needed your help with texturing the leaves on the closest tree, and the path next to it. So if someone could help me with it I'd be really grateful.

Pretty please?
Title: Re: Another practice BG (New Style)
Post by: Pft! on Mon 27/09/2004 18:18:28
You should add more shading for the tree & the back bush, it looks out of place.
Title: Re: Another practice BG (New Style)
Post by: Damien on Mon 27/09/2004 23:58:31
QuoteYou should add more shading for the tree & the back bush, it looks out of place.
Like I said, I need help with the tree's texturing.

Anyway, I tried to texture it myself, and all I could come up with was this:

(http://www.2dadventure.com/ags/D_BGCM2_v2.PNG)

But it looks weird. I have no idea how to texture it.
Title: Re: Another practice BG (New Style)
Post by: cpage on Tue 28/09/2004 01:50:48
 :o

That is beutiful

The Tree's and bushes are perfect!

two things that bother me

1) the "squigly shade: to the left of the bottom of the tree, in the grass
2) the Ocean in the back seems really flat

That is a beutiful picture Did you use the same style? (ie Paper, Paint, and gimp)
Title: Re: Another practice BG (New Style)
Post by: Alun on Tue 28/09/2004 08:12:47
Quote from: Damien on Mon 27/09/2004 23:58:31But it looks weird. I have no idea how to texture it.

Does look a bit weird, yes; the tree's foliage looks more bulbous than leafy.  I think the problem is that the outlines of the highlights are too rounded; they need to be more broken up and irregular.  Maybe start with what you've got now, but use the Smudge tool (smudging outward from the centers of the bright areas--or heck, inward might work too) to break up the shapes of the highlights a bit?
Title: Re: Another practice BG (New Style)
Post by: Damien on Tue 28/09/2004 11:12:48
QuoteDid you use the same style? (ie Paper, Paint, and gimp)
Yep.

Thanks alot Clewe, that did the trick! Here are the resoults:

(http://www.2dadventure.com/ags/D_BGCM2_v3.PNG)
Title: Re: Another practice BG (New Style)
Post by: cpage on Wed 29/09/2004 05:57:44
and again as always your final is perfect    Great job man
Title: Re: Another practice BG (New Style)
Post by: BlackMan890 on Wed 29/09/2004 11:39:20
plese edit your post, cause this is 1.2 mb
that is, showing that this is BIG
Title: Re: Another practice BG (New Style)
Post by: BlackMan890 on Wed 29/09/2004 19:22:29
humm about that guy above, the tepestry looks so flat....
sorry for double posting :-\
Title: Re: Another practice BG (New Style)
Post by: intermalte on Wed 29/09/2004 19:56:16
A few minutes on this one. Well I think the sky looks good - the Rest... :-\
(http://www.interphilz.de/D_BGCM4.png)
Title: Re: Another practice BG (New Style)
Post by: Andail on Wed 29/09/2004 20:29:09
There is a certain mixture of styles; sometimes flat and cartoonistic, sometimes gradated and smoothly shaded.
The newest version is quite good, but still....compare the fence with the clouds in the sky...they clash, simply.

Damien's last try was allright, although the shadows were out of place. They were far too defined, considering there isn't even a sun visible. A bright sky wouldn't cast shadows that exact.

I think the shading is the main issue with this picture; it's not consistently done, and not very realistic.
The shadow behind the tree is just awkward (and why doesn't it affect the path?), and the entire left part of the picture - with the tower in the forest - isn't shaded at all.
Title: Re: Another practice BG (New Style)
Post by: intermalte on Wed 29/09/2004 20:50:52
You are right. It was just a quick suggestion to show, which way I would go to get the picture deeper. I concentrated on the tree and the sky, I didn't change anything on the left side of the landscape at all. When I thought, the idea would become clear, I stopped working on it - there was a GUI-Design waiting for me  ;)