Thanks for all the suggestions
. I had a look at Toon Boom Studio and it looks incredible :o It's a shame about the price tag, but maybe it's not completely out of my reach. If it is though, I'll take a look at some of the cheaper alternatives.

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Show posts MenuQuote from: OneDollar on Mon 17/11/2008 12:20:21
There's a mirrored version here, for anyone who didn't grab a copy. Couldn't find anything about why the original was removed though, so lets innocently assume we're still allowed to read it.
At least I will read it, once I get around to actually playing Grim Fandango...
Quote from: Ryan Timothy on Sun 27/04/2008 18:35:05
I'm having a hard time seeing any depth. There are a few people in the forums that can help by telling you what to do. But one thing I would try, is to overlap the cloud with the tree.
Quote from: PixelPerfect on Sun 27/04/2008 23:20:16
I really like your style in this one, but as Ryan said it lacks a bit of depth. I photoshopped around with this for a while and this is what I got:
The main differences are pretty obvious (island, close-up bush, the waterline), but I also changed the path, trash can's shading, contrast on the left and the tree a bit and added some distance haze on top of the island and horizon. I also shaded the water up close to a more greenish hue. I just doodled the wave so it's just reference for you if you decide to go that way. Hope this helps a bit.
Quote from: Questionable on Sun 27/04/2008 23:24:14
Itlooks as if the sand dune and the ocean are two spheres, the sand dune in front and the ocean in back. If it' s beach, where's the shore line?
I'm not sure what the character would do here, but there's not alot of room: If you draw a diagonal line from the top left corner, to the bottom right more than 50% of the BG is unwalkable, at least. Then there's an umbrella in the way, plus a palm tree and a waste basket.
I say, maybe til6 the umbrella backwards so that we can see the rest of the sand. The palm tree is fine where it is. Make a shore line, move the waste basket backwards a little and shrink it.
These are all very subjective and are just suggestions. I love the clouds, the whole "painted" feel of it is welcoming, but it just seems like it would be difficult to use this. It would probably be a place the character would go once, to pick up a radom item. You can add more versatility by adding more playing space.
That's all for me, really love it though. Good luck!
EDIT: See how much a shore line helps? =P It instantly adds more space for the character to walk. Pixel also blurred the bushes near the "camera" to give a sense of depth, which is a really nice touch.
Quote from: Trio on Thu 28/02/2008 04:24:50Quote from: James-- on Sat 23/02/2008 15:19:04
Ok well then I suppose my question is- is it always a good idea to have a high contrast in scenes, regardless of the overall lighting.
No, it's the lighting that causes the contrast. On a sunny day there is high contrast because objects are lit by the direct rays of the sun and have dark shadows behind them. On a cloudy day there is low contrast because the light is bounced around by clouds and comes from everywhere.
Indoors, a single spotlight would cause high contrast, but a lot of lamps would reduce the contrast because the multiple sources of light would illuminate the shadows.
But the range of values available to an artist on paper or screen is never as great as the full range in nature, so it's still often necessary to use the full range, but emphasizing either the high values or the low values as needed. It's all illusion. If the illusion works then you're doing it right.
Quote from: thomasreginAbout instrumentation. Well.. Only one thing to say to that: Experience.
Quote from: m0ds(final version of the theme)
» http://www.screen7.co.uk/music/midi/scores/nelly_01maintheme.mid
(ending sequences)
» http://www.screen7.co.uk/music/midi/scores/nelly_21happyending.mid
Quote from: m0dsThere are lots of conventions and methods in music that even I don't understand yet but there are also some basic ones that just about anyone can follow, like ways to make the player feel they are moving, to make them feel in suspense etc. I was going to write these up with examples but it's not really what you were asking.
Quote from: m0dsAnyway. You shouldn't even be asking this. You're Grade 5, so get thinking! :p
Quote from: BaRoNDiscord in G*
Tribal Rhythm
Foxtrot Theme
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