Well, it's been quite a while since I posted here now, (but don't worry, I've been doing lots and lots of artwork :) ) and I'd like to share my AGS screen.
(http://img.photobucket.com/albums/v424/zor/ags2.gif)
That would be it. Yes, I will allow you to shout "TEH GRADIENTS!!11!1" as much as you want, because I deserve it.
Please help me improve this one.
-Cheers, Zor.
which tree? there are 6.
Squinky inspired at all? Cause it seems so.
When you clarify what tree I'll say more.
Oh, these colors make me sleepy... *yawn*
Why not put more contrast into them and make some of them brighter? Right now it's all one big sleepy mass along with gui. It's nicely done, but strangely colored, though it gives atmosphere.
Trees are fine, just add some leaves. And think a bit about making outlines less contrasty while increasing contrast between different types of trees.
Character is pretty good. Remove few pixels around his face to make it more rounder, so he won't look like a robot. And try to improve shading by making clear where light comes from.
I must say that your drawings has improved alot after your first ones. :)
I'm guessing the one on the right.
Since it's (imo) the worst - the branches get all spindly too quickly, the bark looks more like a cross section of wood, and there's no foliage.
Umm, sorry if you wanted help on a different tree.
Also, I don't understand how that scroll is attached to the tree, unless it isn't and that's the central stick that it rolls up on.
I like how the trees have all got separate character, but you could make the right hand tree more like the big one in the middle.
It sure is Squinky-esque. Which isn't necessarily a bad thing. Look at that water colour!
Nice to see a new GUI down there too.
I would have thought which tree was obvious, but yes, the big ugly unfinished blob on the right...
Quote from: HillBilly on Thu 27/05/2004 07:20:18
I must say that your drawings has improved alot after your first ones. :)
Why, thank you... ;D
Yes, inspired after playing Fry 3. Damn, that was a good game. I wanted to capture Squinky's lovely style, but without making it too obvious it was sorta copied from there...dang, guess I failed there.
I actually wanted to give a kind of "block head", so to add character. I think I like him how he is, though I think the hook could be a bit bigger...
And yes, I think the water was a main give-away.
I also don't get what so "sleepy" about the colors. You should have seen them before - you would have looked at it for 5 seconds before your eyes hurt...
I'll try to rework the tree...
I am also not too crazy about the colors of the GUI.
I think the trees on the left need a little shading - plus I don't like the way all the trees conect to the floor. Sorry.
I like it as a whole - nice colours - I don't see them as sleepy really....
P.S. what was squinky?
Quote from: Johnny Odd on Thu 27/05/2004 19:16:17P.S. what was squinky?
Not what ... who:
Squinky (http://sylpher.com/squinkyproductions/index.html)
:oOooohhh... SQUINKY! ::)
;D
Okie day
A few more Beegees:
#1:
(http://www.2dadventure.com/ags/scrneryshotery.gif)
(http://www.2dadventure.com/ags/scrneryshotery.gif)
And that character, do you think he is good enough for a main character?
I was thinking of having a guy in a suit, but for now he might just be a place-holder...And yes, I am fully aware there is a branch that emerges into a pole growing out the wall...That white spot at the top is p-point I used, if anyone wants to do paintovers...
#2:
(http://www.2dadventure.com/ags/outside_shedroom1.gif)
(http://www.2dadventure.com/ags/outside_shedroom1.gif)
And yes, I am also fully aware of a big green object making it's up into the sky...
So, er, what do you think?
Looks pretty good!
The green wall on the second BG is missing a part of dimension.Ã, The part near the bottom ... there's a piece stickin' out that doesn't have dimension to it.
The room BG looks pretty good.Ã, The shading is pretty nice.
The character is pretty good.Ã, He could use a nose maybe.Ã, And the arms seems to be sitting too far forward ...
I like what I'm seeing so far for this game. I remember some of the other BGs you've shown and this game looks like it's gonna be pretty darn good!
Quote from: Darth Mandarb on Fri 04/06/2004 05:48:25
The green wall on the second BG is missing a part of dimension. The part near the bottom ... there's a piece stickin' out that doesn't have dimension to it.
Oops, yeah...
Quote from: Darth Mandarb on Fri 04/06/2004 05:48:25
Looks pretty good!
The room BG looks pretty good. The shading is pretty nice.
The character is pretty good.
Thank you...coming from you, I shall treasure this quote...
Quote from: Darth Mandarb on Fri 04/06/2004 05:48:25
I like what I'm seeing so far for this game. I remember some of the other BGs you've shown and this game looks like it's gonna be pretty darn good!
Which game are you refering to? There are 3 of my games currently in production...(1 being made in total secret...woops...)
I have decided to cut Counterfeit down and make it smaller. The game wasn't what I had expected it to be. When I started, I was like all "This game's gonna be SO cool when it's done,", but it didn't turn out how I wanted it to. I will be releasing it soon.
S*** look at time, late for school, gotta go, cheers...
EDIT: Now I got more time...
About the char...What do you mean by his arms coming too forward? I've also tried several styles of noses...none look good.
But thanks for the crits.
P.S. Could any-one please help me make my water look less "Squinky", but keeping with the general style of the beegees?
The room bg = cool A little explaination about this tree pole would probably make it better - i don't get what it is.
The second bg also has that weird green moon thingy??
I like the first bg, but i don't understand the second - where would you walk/interact? Where does the bottom of the red brick building go?
Maybe i'm just missing something at the mo...
But i like the first one and the character is very nice. :D
Sea. Water just cannot be round at some point! Well, if it doesn't happen to be a really small planet, that is.
Make it's top edge absolutely horisontal.
Well, and character seems to be too big for this room. Consider scaling him smaller in final game.
Well here's an idea on the water....
(http://www.2dadventure.com/ags/ZorWater.png)
Tried to keep your style here...I probably didn't succeed that wel...
still hope this helps a bit...
Cheers!
kaaZ
Quote from: InCreator on Fri 04/06/2004 14:00:55
Sea. Water just cannot be round at some point! Well, if it doesn't happen to be a really small planet, that is.
Make it's top edge absolutely horisontal.
Done and done.
I don't want to scale him! No, I shall not scale him, never ever!
No but seriously, I'm not going to scale him...
Quote from: Johnny Odd on Fri 04/06/2004 13:46:46
The room bg = cool A little explaination about this tree pole would probably make it better - i don't get what it is.
The second bg also has that weird green moon thingy??
I like the first bg, but i don't understand the second - where would you walk/interact? Where does the bottom of the red brick building go?
Maybe i'm just missing something at the mo...
But i like the first one and the character is very nice. :D
On the 2nd you would walk on that small ledge there under the window...I don't want to give away too much info at the moment...just wait, you'll see!
EDIT: Woah, didn't see yours there kaaz! Well done that looks cool! I'll see if I can try and modify it a bit...
Here's an update:
(http://www.2dadventure.com/ags/outside_shedroom2.gif)
(http://www.2dadventure.com/ags/outside_shedroom2.gif)
I think the water is cool. Now my main problem lies in the building...You see my nature-beegees look so stylish...but my manmade objects are so...bland. Help anyone?
Your BG's keep getting beter and better.
Paintover:
(http://www.2dadventure.com/ags/outside_shedroom2_C&C.PNG)
a)Nice work on painting the sea, but isn't it more logical that it should be drawn brighter where the water is shallow (near the shore), and darker where the water is deeper? That's just what i did.
b)made the sky gradient parallel with the horizon.
c) The top of the red building should be the lighter than the back of it. When I look at the shading of your pic, it looks like the light source is behind the buildings, so the walls closer to the player should be colored darker
d)the perspective of the room inside the red building is wrong, I tried to correct it a little.
Hope that helped.
um... but why fill half of the bg with big piece of pointless wall? This sounds ok in cutscene, where - um - let's say, character is sneaking after someone or something and peeking from the wall, but in game? ???
InCretin ;D : Well how do you propose I really do it?
Both walls are absolutely necessary for the game...
Damien: Yeah, you're right. What that actually is is a cliff...should I still reverse the gradient?
Quoteshould I still reverse the gradient?
Well, I would.
Unless the water near the cliffs is deep, and there is a shallow part further away from the land.
I'd say leave the gradient tha way it is, since it reflects the sky.. If it's a really tall cliff, you porbably wouldn't be able to see shallow water from that angle anyway.
When I first looked at your background, I didn't realize there was a cliff. Maybe you should add some guardrails or barriers to indicate that there's a drop, unless it's really important that it clear all the way accross..
Oh, and stop saying Beegees. It gives me disco flashbacks.
(http://home.revealed.net/rada/beegees.jpg)
Nice job on your art, though ;)
Well, it's been quite a while since I posted here now, (but don't worry, I've been doing lots and lots of artwork :) ) and I'd like to share my AGS screen.
(http://img.photobucket.com/albums/v424/zor/ags2.gif)
That would be it. Yes, I will allow you to shout "TEH GRADIENTS!!11!1" as much as you want, because I deserve it.
Please help me improve this one.
-Cheers, Zor.
what is this thing with the blue cup???
Quote from: blackman890 on Wed 08/09/2004 15:59:49
what is this thing with the blue cup???
*falls off the chair. THUD!*
The bluecup is a sort of AGS-mascot, logo-thingy.
Crits? Improvs?
well, basics first, there are some white pixels dotted about hich you need to get rid of.
also what id do is maybe switch the coulour balance, have a dar colour outlining and a lighter gradient.
I rather like this ...
I would suggest taking out the lighter blue filling the cup (behind the big G) it's a little distracting to me.
The drop shadows behind the boxes (an - production) I would do in a darker color than the outline to seperate them a little more.Ã, Right now, as is, I at first thought it was a mistake.
Personally I'd get rid of the surrounding boxes and the border AGS-es ... something like this:
(http://www.twin-design.com/ags/help/zor_help01.gif)
But I like plain'n'simple ... that's me :)
wow, can i use that in my game? (what a stupid question)
Bm,did you seriously not know the cup was? ever look at the bar at the top? I like the version of darths much more. it would be nice if it was animated but that probably come later.
Quote from: blackman890 on Wed 08/09/2004 19:17:03
wow, can i use that in my game? (what a stupid question)
Actually when I was finished with crits and stuff I was planning to release it to the public for public use, So yeah, feel free to use it in your game!
Quote from: Zootyfruit on Wed 08/09/2004 17:32:21
well, basics first, there are some white pixels dotted about hich you need to get rid of.
also what id do is maybe switch the coulour balance, have a dar colour outlining and a lighter gradient.
White pixels? I looked all over the image and only found 1 white pixel. I'll change that, thanks.
Oh and I don't REALLY want to switch the color balance. I already tried it the other way around before I posted here, and I didn't like the way it looked, but thanks!
Quote from: Darth Mandarb on Wed 08/09/2004 17:47:17
I rather like this ...
I would suggest taking out the lighter blue filling the cup (behind the big G) it's a little distracting to me.
The drop shadows behind the boxes (an - production) I would do in a darker color than the outline to seperate them a little more. Right now, as is, I at first thought it was a mistake.
Personally I'd get rid of the surrounding boxes and the border AGS-es ... something like this:
http://www.twin-design.com/ags/help/zor_help01.gif
But I like plain'n'simple ... that's me :)
Take out the blue? I like that, consider it done! Drop Shadows: Yep, you're perfectly right.
The paintover: Erm... It's rather empty now, innit? I'm not really that crazy about the way 'AGS' flashes up at you and 'an' and 'production' kinda fade away into nothingness, so the player doesn't end even noticing them unless he looks hard.
So, todo:
- Remove white pixel (note: singular :D )
- Darken box-shadow
- Remove blue from cup.
BTW: Didn't anyone ever wonder just what that blue stuff inside the AGS Blue Cup was?
I prefer Darth's edit also, your original was a little over the top.
I'm not a fan of the blue cup behind the text. It sort of gets in the way, and it seems that it is saying AGUS, or AUGS
Quote from: Zoraphus on Thu 09/09/2004 05:26:36BTW: Didn't anyone ever wonder just what that blue stuff inside the AGS Blue Cup was?
Was it Jawa juice?
I'm rather fond of Jawa juice ...
Quote from: Zootyfruit on Wed 08/09/2004 19:27:55
Bm,did you seriously not know the cup was? ever look at the bar at the top?Ã, I like the version of darths much more. it would be nice if it was animated but that probably come later.
i knew it was a logo but everyone seems so opsesed with it
Quote from: blackman890 on Thu 09/09/2004 17:03:45
Quote from: Zootyfruit on Wed 08/09/2004 19:27:55
Bm,did you seriously not know the cup was? ever look at the bar at the top? I like the version of darths much more. it would be nice if it was animated but that probably come later.
i knew it was a logo but everyone seems so opsesed with it
Maybe it has somthing to do with the "crazy mouses".
i was making an animatio for this ags logo:
(http://www.geocities.com/jnatann/Images/AGS_logo_needhelp.gif)
in the end, you could see AGS really big and transparancy and then will reduce the size and transparancy until in the middle, then the bluecup would slowly fade in the back, but the proplem is, my program(paint shop pro) doesnt seem to be able to resize objects, i could really need your help
and when this animation is over, i was thinking that tihs should be in every new games because lucasarts and manymore firm have the same animation for all of they'r games, so why would ags not be like that? please tell me what you think about this...
this is suposed to be smooth
Well I think you could have the AGS logo and blue cup as two characters. At before_fadein in room set AGS transparency to transparent. After_fadein: Bluecup then moves forward using walkable area scaling, and then after that have SetCharacterTransparency to make AGS fade-in.
You could also have the 'an' and 'production' as objects, let them start as a blank sprite. After Fadein, before the AGS and blue-cup has happened you could then use MoveObjectDirect to move them to the right places. I'm not sure if that function is blocking or not though, if it is it might not work too well.