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Topics - frenchllama

#1
Hi, I've made a quick sketch of a living room composition that I'd like some compositional feedback on.

The flat is run-down and dirty (not conveyed particularly well yet) and inhabited by an unsuccessful cat-burglar, hence his outstanding rent payments and the flat's condition. The room will only be seen at night, and the three light sources are a window in the kitchen off to the left (emitting very slight moonlight/street light), the tv, and the primary source which is the ceiling light in the top-centre at the back of the living room. A secondary character will be sitting on the couch watching TV. The door at the back leads to the bedroom, and the one on the right is the front door which leads to the apartment block's communal corridor.

I will be creating two versions of this room, as at one point the power gets disconnected and then the only light will be the one from the window.

I find interior locations, particularly normal rooms, harder to create interesting compositions with, and I'm aware that it might be a bit flat because it's only a one-point perspective. Also the cropping of the TV is awkward - not sure if it should be tighter or more zoomed out.
Any feedback/criticism would be appreciated. Thanks.

#2
I'm attempting to make a scrolling nighttime street scene, however I thought before I actually go too far in drawing it nicely, I should see what everyone thinks of the basic composition. I'm kind of concerned with the lack of foregrounding - there's really nothing going on, and also a fairly useless dead space on the bottom left...however - there are several things I need to remain constant in order for the puzzles and story to work:

The street on the right has to remain clear and visible.
The pub in the background is an accessible location and so can't be concealed by any foreground objects.
The wall and gate are the main focus of the location as the character will be attempting to climb over it.

With that in mind, any thoughts for improvement?



Note: Excuse the messy sketchy drawing. I've just got myself a tablet and am trying to learn to use it. 'Trying' being the operative word.
#3
I'm having trouble making my rooms look like they're from the same location, or even the same game...

The game is set in a castle and thus has a dungeon as well as kitchen and other quite different rooms. My problem is that they don't look like they fit together...

This is my first adventure game attempt and although I'm completely inexperienced with this whole thing, I'd like to make the artwork as engaging as possible.


This is probably the worst one. It's a room at the top of one of the castle towers, inhabited by the queen, who is obsessed with witchcraft and the supernatural, etc etc. Basically this is why I gave it the purple colour filter, however, it just looks so out of place compared to the other shots. Without the filter it looks even worse though  :-\


Kitchen.


The dungeon also uses a colour filter, this time blue. It works fine individually, but look at it compared to the other rooms...it looks so out of place.
If I remove it, however, then I lose the atmosphere I wanted for that location.


Stable.

Any ideas?

Feedback on anything that could be improved in each room would be great, as well as to the rooms homogeneously.
#4
I'm using .png format images for most of my graphics so the edges will look seemless, and this works fine for objects, characters, etc.
However, the GUIs seem to ignore the fact that it's a png and it disregards the alpha channel, displaying really horrible-looking buttons and inventory items with pixelated edges.
What's weird is that when you have an inventory item selected (ie, it becomes the cursor), the alpha channel works...
Any ideas?
#5
Is there any way at all of using 'if' statements in dialog script? It doesn't seem to recognise it, even when you indent the code.
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