first shot of my game...

Started by Federikazzo, Sat 15/01/2005 01:50:19

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Federikazzo



here's a shot from the game i'm working on. don't care about the gui... i'm going to change it as soon as possible!
so... what do you think? any suggestion/critic is welcome... you'll get more shots soon!
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spoofer4ever

First of all, great job with the bg, I like your lighting, but it may be a lil to 'gloomy for me, :-\ but thats just me. What did you use for your backgrounds anywho?
Are you gonna end up making a translation, because im sure lots of people will be eagre to play this. I know i am .  :)

Mr_Frisby

This is nice - but it looks familiar?
Also - The character seems a little small for the room.

If I am wrong and you actually painted this bkg by hand then kudos to youdos - Its excellent - but Ã, . .it does seem to look a little familar.

Your character looks really nice but I am not certain that it is the right size - maybe if it were 4 or 5 five pixels bigger?
his colours are good though. I also like the inventory items.
Hey! All my awesome trophies dissapeared in the year since I was here last. CONSARN_IT! with an underscore!!! I earned dem tings!! Oh well. Hope your Monkey floats.

Phemar


Could you put it in gif please, I can't really see anything with the bad quality of this jpg...

Barbarian

Room's a bit "dark", but that may be the look/feel you're going for there.  But, yeah, overall it looks really nice. Keep up the good work.
Conan: "To crush your enemies, see them driven before you, and to hear the lamentation of the women!"
Mongol General: "That is good."

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Krazy

Quote from: Zor on Sat 15/01/2005 07:13:08

Could you put it in gif please, I can't really see anything with the bad quality of this jpg...

I think it's just the resoloution of the picture. Looks good!
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Bombadil

As said before...
Looks cool, maybe a bit dark.

Btw, I don't think the character should be bigger or shorter...
And I like the GUI [maybe a bit bright if the game's gonna have a dark envirorment].

I'm looking forward to this...

Krazy

What brightness is your monitor on? I don't think it looks too dark or too light just right I think.
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Federikazzo

 :o first of all, thank you guys! ;D

i've made the background using unrealed, then it was retouched and i've added some elements using paint shop pro.
about the lightness... yes, i thought it could be too dark, but you should see it in fullscreen: it looks better IMO. i could anyways add a little bit of contrast.. dunno :)
about the size of the character... well, it's just a temporary one!
i'm not a talented character designer, so i've made it "overwriting" the indiana jones walking cycle.
here are 2 more pics:


this is the street you will reach when you go out of the apartment you've see above. it's a beta version... it must be "enriched" and retouched A LOT!


this is an "hidden" room... it is absolutely useless at the moment, because it will contain a dialogue between 2 people...

---

well... i'm gonna upload a pseudo-playable demo (it's about 6 megs... doh!), but it's an old version (it uses the scumm-like gui by poskrito... the gui i'm working on at the moment, contains too many bugs!).

oh... i will translate it in english, before uploading, so wait some minutes!! ;)
bye!
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Tracubetto

i like the style of the background, very good, they remember me an old pc adventure game located in a sanitarium.
Go on with your game
Nico

InCreator

Excuse my language, but...

This is goddamn excellent!

The photorealistic quality of textures made me think that it's some hardcore photo arranging job we have there. But 3D? can't be better!

Low resolution - which comes with bad case of antialiasing - blurs everything down enough to fit hand-drawn characters into the otherwise too sharp and clear 3D scene. If it isn't just crappy JPG compression here, of course.
Though the idea isn't something revolutionary or new, the way it's performed here is clearly the best example I have seen.
The realistic-like character style from Indiana Jones also hits with full effect. Federikazzo somehow managed to overcome most frequent problems when integrating 2D and 3D. If it's because of experience, I can't admire more. If luck -- go get yourself a lottery ticket!
Amazing. For me - especially, since I've tried many times to do something similar and yet, never succeeded enough to be statisfied with result.

Ok, now crits:

* Lights!  The room is too dark, the street has not enough non-natural light sources. But the little room with staircase is perfect, in my opinion.
* Blur! Still try to clean up here and there by hand, because antialiasing isn't very good on very thin objects, such as light (reflection) on room's ceiling, the sign of market at the street, the blurred staircase (blurry focus is a good idea, but still needs a bit cleaning)
* shadows! Make some for street things, such as tree, rail and so on.

You're definelty on right way. Just... save your screenshots as PNG! You can do this in MSPaint, for example. It's pity to see perfect artwork messed up by JPG compression.

Darth Mandarb

This is nice stuff!

My brother makes levels for games like Max Payne and Half Life ... he made some kick ass levels for Counter Strike a few years ago.  He is (or wants to) experiment with making HL2 levels and I told him he should make the levels and render them out and use them in an adventure game!

Good to see somebody else has the same idea!

The long street scene ... the 'Market & Deli' building looks oddly blurred compared to the rest of the detail level ...

As for the rest ... I really like the style.  The touch ups are what sell the deal for me.

Keep it up!

Kweepa

Yup, looks superb!
Could easily be shots from a professional product!
I agree with Mr Frisby that the character looks a bit small in the first shot - windowsills aren't often at shoulder level :)
I'd recommend also rendering the inventory items - the stack of cash looks a bit rough compared to everything else.
Looking forward to an English translation!
Still waiting for Purity of the Surf II

Federikazzo

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Could easily be shots from a professional product!
;D it sounds good to me... thanks!

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I agree with Mr Frisby that the character looks a bit small in the first shot - windowsills aren't often at shoulder level
:( i live in italy and i don't know ANYTHING about american apartments... and this is the demostration! ;D

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I'd recommend also rendering the inventory items - the stack of cash looks a bit rough compared to everything else.
i will... that stack of cash was just a drawing test i've made about 3 years ago.. it'll be changed with this:


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Looking forward to an English translation! 
it'll come VEEEEEEEEEERY soon... just give me the time to translate the short demo i've created and i will upload it.

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The long street scene ... the 'Market & Deli' building looks oddly blurred compared to the rest of the detail level ...
i know, i know... ::) in fact i've said it was a beta test. the final version of the street scene will be redefined and corrected. it contains too many graphic bugs (because of the resizing, of the lightning and some poor quality textures)

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The realistic-like character style from Indiana Jones also hits with full effect. Federikazzo somehow managed to overcome most frequent problems when integrating 2D and 3D. If it's because of experience, I can't admire more. If luck -- go get yourself a lottery ticket!
Amazing. For me - especially, since I've tried many times to do something similar and yet, never succeeded enough to be statisfied with result.
thanks a lot... ;)
but i think i'll need a lot of help for the other chars, because i'm not that good char-designer. i don't even know how i've made it! :o

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* Lights!  The room is too dark, the street has not enough non-natural light sources. But the little room with staircase is perfect, in my opinion.
that DAMN room will be probably re-rendered from scratch, no problem! ;D

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* Blur! Still try to clean up here and there by hand, because antialiasing isn't very good on very thin objects, such as light (reflection) on room's ceiling, the sign of market at the street, the blurred staircase (blurry focus is a good idea, but still needs a bit cleaning)
the problem is that at lowres it is hard to resize and get a good sharp/blur ratio... if you get what i mean! some parts of the images look strange because of the textures, other parts because of the poly-thickness... it's not so easy, but i'll try to correct all this crap! ;)

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* shadows! Make some for street things, such as tree, rail and so on.
ok... the final version will be an eye-candy... i promise! ;D

just for your pleasure, here are three more shots: (one ingame room and two "don't know how to use" backgrounds)


another room... this time it's a backstreet with a private club entrance door... did i mention that the game will be ambiented in a bronx-like suburb? ;D


this could be the main menu background... but i'm not sure about it.
note that the STRONG light near the building was the elevated subway train's lights, but it became too strong because of the photoretouching... it'll be corrected soon btw...


this looks like a kind of "times square" and it could be used for a cutscene (something like "part 3 - the city")... i don't know!  ;D

btw... i'm looking for someone to help me making the characters... does anyone wanna help me? you know what's the style i need, so let me know!
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Xadhoom

Looks great. But with the quality of the backgrounds, I can't really see why you make it in VGA. Seems like a shame.
.::XADHOOM::.

Necro

Yeah , a lot of work must of gone into UnrealEd too , with some nice texture, I did contemplate doing some thing similar at one point , but though "bah it would look crappy" , well you proved me wrong.

Kweepa

Mmmm, proving that the first images aren't flukes  :=

I disagree with Xadhoom that it's a shame these are VGA. I think they add to the realism. Increase the resolution and we'll see the sharp edges, blurred textures, etc. Please keep the low res!

About the latest images, it's a bit odd that there's neon sign above the back door (it is a back door isn't it?); the wall on the left is a clearly tiled; and the black right hand side is a bit empty. Otherwise, awesome!

The two cutscene images are contrasting hues - the first looks like a 1940s colour, the second seems futuristic. No doubt you're on top of that though.

I was just thinking how great this technique will be for objects you can pick up - just render the scene with and without the object, and it fits in perfectly... looking forward to it!

Cheers,
Steve
Still waiting for Purity of the Surf II

Developer

I love the way you manipulate these images. :D Great work.

Gregjazz

Ho, man, those are totally sweet pics. Don't listen to what anyone says about making the backgrounds brighter. It's the dark/light contrast that really gives your backgrounds style.

This is some of the best background art I've seen in a long time. I'm peeing my pants in anticipation of your game.

Let me know if you need a musician for your project. :)

Federikazzo

sorry guys for the late answer. :-\

well... thanks for the good comments... i was even going to stop the project cos i thought that the quality of some pics sucked (because of the resolution), but you proved i was wrong! ;)

anyways... here's a pseudo-playable alpha-test useless demo ;D
http://www.federikazzo.net/stats/download.php?id=4

i am sorry, but it is in italian!
but it would be useless to translate it in english cos it's VERY short.

the old gui have been replaced with poskrito's mi2 one: my gui sucked with the newer ags version (and i didn't want to blow up my brain anymore to show a working demo)....

to go out of the room, you have to look at the white thinghie on the bed, then PUSH it and go out... when you're out, you can't do anything but walk....... :-\ kinda useless, isn't it?? ;D

anyways... i am looking for help, so here are my needs:
1) a good musician... i can make music too, but i cannot make music, gfx, code, etc all by myself......
2) a talented character designer... look at the main char to see what kind of sprites i need.
contact me at game@federikazzo.net for more details....

don't answer on this forum... i don't want the moderator to get mad, and i would like to use it to show the progress of the game... unless the mod will close it.Ã,  :o
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