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Messages - ColtonPhillips

#1
Quote from: Scavenger on Mon 23/11/2009 01:12:26
I think the problem is that it's an unbalanced pose. He looks like he's going to fall over, so if you're going for the slouching teenager look, you've got to slouch him forward to counterbalance him, and give him a more aesthetically pleasing line of action (right now it's pretty straight but with rickets. Push the pose some more!). Change that lumpy shape into a nice elongated S.

As for the design, I think it's rather generic and unappealing. The eyes look kind of dead, and it's got that "slacker guy in jeans and a t-shirt" that you see in countless adventure games, and I think you need to spice it up a little - the player is going to be looking at them for the entire game and you don't want a dull main character (unless you're making everything else outrageous). Really think about what your main character is about - their personality, what they do, what they think about the world and themselves. Don't settle for one "style" or one design, you should make a lot of them and see what fits the character best. As it happens, I'm currently doing a character design project, and I've filled up an entire sketchbook with ideas and variations on the same two characters. It takes a long time, does character design. You've got to get the appeal just right, and be able to draw their structure really easily, too. S'a long process.

Good advice. I'll look into it for sure.  Hopefully I can get a really good artist in on the project once I complete my demo. Until them, I'm trying to keep it a bit minimalistic.  He's not a slacker either he's a genius!
#2
Quote from: Scarab on Mon 23/11/2009 03:48:38
Well apart from what has already been mentioned, in the last two images, the character is square gaiting, which will look really unbalanced and unnatural when it is animated, so I think you should change that so he moves his arms like he does in the animated walkcycle.

Holy smokes you're right I didn't even catch that.  I'll make sure to adjust when we make the walk cycles.
#3
I defend my legs with sword and shield. I like em :P  Thanks for the criticism though.  It won't look too upsetting in the final version hopefully.
#4
So we started with some very minimalistic Drawings. They were almost manga like, and that wasn't the style we were going for.


Then we got a more cartoony style going. Think lines. Pretty simple.


We did some practice vectorizing the character in photo shop

As well as some animation tests.

Which moved forward to this,

And with some final adjustment we have our final character. Ready to be vectorized!





So what do you guys think. How do you guys make your characters?
#5
Divon your code would work quite fine if I had a specific room for cutscenes.  But my cutscenes will be in the rooms that have action in the.

Sounds like the only way is to have in the repeatably executable for when you try and skip to manually move all your objects and characters to their states after the cutscene, and then never go into the cutscene script again?

Am I right?
#6
I'm talking about working with the already made Cutscene functions in AGS where skipping a cutscene is predefined.

Is there anyway to work with that? And how would you set that flag that you just mentioned by skipping a cutscene
#7
Is there a way to prompt a skipping cutscenes question.

Like,
The player tries to skip the scene and a GUI display asks the user "Are you sure you want to skip" with a choice.

So yah, is that at all possible? 

My best guess is to have something in the global script that tests if a cutscene is running, and if a click is made it loads the gui and responds. I dunno, that's why I have you beautiful people to help me. ;D

Also is there a way to do additional scripting if a cutscene is skipped. Example
Player skips cutscene and the Character asks "Hey whats the deal. Why did you skip the cut scene. It was the best part"

Thanks alot!
#8
Ahh, but the character wouldnt be facing the same way correct? 
Not to be picky or anything, but logically that is true right? So we must have some sort of if case when the room loads in case the previous room is the mini game room im assuming right?
#9
The hand is merely green because it's weird.
#10
Any problems with resolution settings?  Does it slow the game down much?
#11








What do you guys think?
#12
Correct me if im wrong but doesn't that function return you to the room at the starting position which you're character is placed?
#13
First. E.g.

A game contains a minigame, where the minigame is contained within its own room for good procedure, lets say its a video game inside of a room,

so you can go to the minigame from the room easily, however is there an easy function to return where you left off exactly? 
#14
Beginners' Technical Questions / Dynamic BG's?
Fri 13/11/2009 09:04:07
Is there a function or module for AGS which can make dynamic backgrounds easily?
In other words, backgrounds where things farther of in the distance can move at a slower pace than the foreground, midground?

if not what would the best solution for this be?
#15
http://farm3.static.flickr.com/2494/4092810276_775a1f8740_o.png

For reference, this is what our sprite will probably look like.
#16
by import this function in the global script header, do you actually mean import this function FROM the global script header? Because for a function like this wouldnt you put it into the global script header as it would be used in any room?

EDIT: Sorry, I guess this function would actually be in the character script woudn't it?


Quote from: TerranRich on Tue 10/11/2009 02:02:43
Just remember... if you wish there were a function that acts as a shortcut, you can always make your own. I do this all the time, and it makes things so much easier.

Also, don't forget to import this function in the global script header.
#17
Problem is I can't test them until they are made, and making them is a tiresome process, though if it works the way I think it will, it should look great.

Hopefully it does, I'm just looking for general tips for my situation and things I should worry about.

Quote from: Khris on Mon 09/11/2009 10:19:34
Wrong forum.
If you want critique on your sprites, post them in the Critics Lounge.
For advice on drawing techniques, post in adventure-related talk and chat.
This forum is for script and editor related technical questions only.
A mod is going to move this thread soon, thus please don't open a new one.

flickr seems to prevent direct linkage, so better use an imagehost like imageshack.us, then put the direct link in img tags to show your work directly in the thread. You'll get more replys that way.

Arguably the best way to create pixel art from scratch is using a suitable App like ProMotion, GraphicsGale or similar (not Pain(t)).
You're off to a good start with the sprites, don't worry too much about them. Test them in-game and see for yourself.
#18
I need to make original sprites.  I have 2 artists: One who draws the line drawings of character frames, and the other who will make the actual sprites.

Here is the method I'm proposing right now:
-Second Artist creates vectorized colored versions of the line drawings and scales it down to a 100 pixel height bitmap
-Then he fine tunes it, outlining and making it look a little better.
-This is done for every single frame and takes about 20 minutes for each one.

Possible problems:
-Not sure how this will look in action, so far it makes quite good looking sprites, but it's a scary thought to start spending hours an animation set and having it look gross.

So what tools and tips do you guys have for making new sprites from original art?
Do you think it's easier to make pixel art straight from paint? Or from line drawings.

Here are some samples we made: first a 100 pix height robot
http://www.flickr.com/photos/leemaster/4085987925/

A large chest
http://www.flickr.com/photos/leemaster/4086089572/

A smaller chest.
http://www.flickr.com/photos/leemaster/4085302439/

Anyway tell me your techniques and any advice/things I should look out for. I'm still learning the workings of AGS
Thanks alot!
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