Help with background

Started by goldude, Sat 21/01/2006 23:54:52

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goldude



I need some MAJOR help, as I want to create a 1-room game that is great.

Edit:
I redid perspective, added shelf and mousehole.

Domino

#1
Walls, floor and ceiling need to have some color or texture applied to them. (Unless you want this room painted all brown) Also, the bookcase appears to be hung on the wall instead of being next to it. Plus, to me, the ceiling is way too high. If it is supposed to be like that, how about a chandelior or some kind of lighting fixture.  Right now the room looks like a brown cardboard box. Keep at it though.

Sean

Little details really make a difference. Here's an example it's a very simple drawing made by an inexperienced Pixel Arists (Myself) but it should prove my point. Very small difference between the two but one is noteably better because of that 'extra' detailing. Also, experiment with your pallete and get a range of tones going on. Try and make objects more distinct. I advise enlargeing everything :) Lastly, working from photo resources usually helps you when you're stuck for ideas.





I know theese images aren't brilliant but they are decent enough to articulate what I am trying to say. Also, I am aware of the perspective flaws and incorrect use of lines etc.


goldude



Made Bookcase 3D
Added Chandeleir
Made shelf 3D

goldude



-Added poster(I am not sure what I will put on it yet)
-Recolored Chandeleir
-Recolored Walls and ceiling
-Enlarged door
-Darkened room

Edit:Do you think I should make more than 1 room?

Domino

#5
Stick with this room for now, and keep working on it. Practice makes perfect. Keep trying new things and see if they fit this room. Try adding some designs to the walls, sort of like wallpaper. Add DETAIL!!!

Add some floorboards or maybe even a rug in the center of the room. If this room is in an old house, add some cobwebs in the corners, or cracks in the wall. Do what you think looks best.

Give the room some personality, and not just a square box. Make it a room you'd want to spend time in. You'll get the hang of drawing backgrounds.

Shawn

goldude



-trashed the other room at the thought of creating another background
-added floorboards and carpet(I hope it looks fuzzy to you_

Moox

It keeps on getting better, walls still look a bit bare though.

goldude

 :( I need a team to help me make a game... :'(

I have no idea what to put on the walls...

AlbinoPanther

Hey goldude we could do sprites if you want?
And some help with BG's too.

pm us if you are interested

LD

esper

Are you a good writer?

Why don't you write a short, descriptive paragraph about what you want from this room (ie. imagine you are the character entering it for the first time, looking around and seeing everything there is to see). At present, it's a little hard to help you, because this is just A ROOM. It doesn't actually look like any particular type of room... Where is it? What kind of building is it in? How rich are the owners, or is it 0wnz0rd at all? What is the personality of the person who spends most of their time in this room?

Another helpful hint might be to find pictures of a similar room online. Then you can compare.

"Hmmm. Ah, I see now, this room has molding up along the doorframe as well... And the walls aren't the same color as the ceiling..." If you use reference pictures, you will be able to pick up small things like that that you might otherwise have missed.

Also: Why is the room so high? Look at the other objects in the room: a bookcase that is roughly 6 feet high, and a shelf that is about shoulder-height to a man. Why are they in such a massive room? The last time I was in a room that tall, it had bookshelves built in that reached the ceiling, with a ladder attached to ladder racks going around them, and instead of a single shelf, such a room might have large curio cabinets.

The bookcase is full, but the shelf is empty...

Just some thoughts... I don't want to do the picture for you, but if I can spur your imagination through words then I hope I can, and that it is helpful to you.
This Space Left Blank Intentionally.

mozza

I did a quick paint over for you:



I mainly focused on changing the colours of the room and not so much changing the room itself. I changed coours of books, walls, rug and some outlines. I also made the mouse hole larger.

Hope I helped.

seaduck

Quote from: goldude on Sat 21/01/2006 23:54:52
I need some MAJOR help, as I want to create a 1-room game that is great.

Then you might want to start by picking an interesting location for your game. It's probably the fault of AGS that calls locations 'rooms' that everybody starts by drawing someone's bedroom or living room. Be more creative! And make use of exteriors, too.

Why not have your game take place at a market place, swimming pool, bus stop, bank, restaurant, at a barber's, castle, ruins, smithy, sawmill, game master's lodge, airport, forest, in a fairy tale, on a clearing full of orcs, in an underground tavern filled with drinking dwarves?

CheersÃ,  ;)

esper

seaduck: that is the best advice I've ever heard.

It's true that most people who start working on rooms draw actual rooms... just squares with a door and then one or two other distinguishing marks, like a bookshelf or a bed. Maybe a window, if they're good enough with perspective.

My OROW game, which is so secret I can't even say where it takes place ( :D ) is going to be a hand-drawn room, which I am not going to sit for hours and plan the perspective on... I'm just going to draw what comes out of me. It won't have perfect, straight lines, and it won't have one door and a window...

I think another problem people have is that they are so caught up in trying to get it to look perfect that sitting there doing perspective on everything gets a little tedious and they only wind up drawing as much as they can handle... Can I therefore suggest SKETCHING what you want first, not caring about the perspective, and then, when you go to make the room, use perspective rules to put the objects you want in your room, rather than letting it get the better of you and not making the room you want because perspective seems too hard to do so much work with.

This is the only way to make something great: stretch the boundaries. "Too low they build, who build below the skies." If you are going to let little things get in your way, like perfect perspective and limiting yourself to an actual "room" in a house, you will never achieve anything great. When you reach for the stars you may not quite get one, but you won't come up with a handful of mud either.
This Space Left Blank Intentionally.

goldude



Added another door and put vanishing point back up

JimmyShelter

The sizes of things don't add up:

It's a nice start, but the doors and the furniture is too small in comparison to the height of the room.

Watch around in your own house to get a sense of the sizes of things: try to draw a room from your own house.

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