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Messages - Wayne Adams

#1
The pillars of creation were destroyed by a super nova a long time ago. :(
#2
This was pretty fantastic. Good Work, Hobo.
#4
Crawling Chaos? Is this lovecraft based?
#5
edit: up top.. new style for the gunfight sequences..
#6
alright, so i went ahead and mocked up a gunfight version with the in game art style.. it's not bad.. everything feels a little fat.. gonna chew on it for a while..


#7
heres a style concept a did a long while back for some other stuff.. that thing never came to fruition, but maybe the cutscenes could be done up like this:

http://www.wayneadams.net/stuffola/concept_work/style_concepts.jpg

#8
True stuff, GG.. I'm currently doing up the gunfight sequence like so, cause it feels more cutscene like.. so it's style will resemble the cutscene style.. plus its easier to do up the gunfight section in the other style, if i've done it in this style because all the shapes are painted in.. I just would have to do a simple shape relief over the top without brush strokes.. ala the main game style..

while talking about this two different styles seems a little funky.. I was very impressed with how "infamous" handled its distinct cutscene style versus in game play..

but I think I'll do a mock up maybe this weekend in which the gunfight is illustrated in the main game style..

Very much looking forward to watching that town scroll by in pretty parallax style.. :)
#9
Thanks Snarky :)

Here's a concept of a new addition to the gameplay.. Random gunfight encounters.. These will spawn in the room when loaded, and the spawn gets determined by a couple of factors: proximity to a danger area, how much trouble has been caused thus far..



Targets will display on the right side.. two to three targets per encounter.. taking cover and popping out will be managed by simply scrolling the mouse across the screen.. actually firing is done with a left click... I plan on having a tutorial on it in game.. (some sort of make shift shooting range)

a quick stab at cutscenes.. I've put together a really short .mov of an example scene.. it's not very complex, and doesn't illustrate a full working scene. but its a start.

http://www.wayneadams.net/stuffola/AGS_Stuff/wanderer/test_frame2.mov
^ this may take a while to load..

and last but not least, two shots.. a few new shrubs.. bout one third of what I plan on creating for the game..



and this is a mock up of one one the towns in the game.. the smallest, most ragged one.. it's mostly to see how much I can pack in without it becoming convoluted..

url'd cause its kinda big..

http://www.wayneadams.net/stuffola/AGS_Stuff/wanderer/Patch_Town_concept.jpg


#10
I just dl'd it and took a peek at the demo.. very impressive work, Ali..

And thanks Dualnames.. I'm sure I'll need some sort of help..

#11
Dualnames: don't take the painting for a real ad.. it's all just style proofing for the game.. that image won't even be in the game.. And yeah.. I think I pull a little more from Flashback than another world.. and no offense taken, man. s'all good.

Tier, thanks for the point to Ali's parallax module.. I'll go grab it and see what the score is with it..

#12
GG: I def want to have some parallax happening.. I've never tried it in AGS, so I'm not sure how difficult it is to implement.. but I will be looking into it
#13
Bulba: The stone weathered look is intentional..

Chicky and David: Thanks for the anatomy point outs.

Dom: Thanks

Jakerpot: I'll take that as a compliment :) The style is similiar very angular, and simplistic detail.


Heres just a few more assets.. once I've built enough, I'll begin putting them together into real scenes.

http://www.wayneadams.net/stuffola/AGS_Stuff/wanderer/wanderer_assets2.jpg

EDIT: this should fix the super sized page.. sorry bout that.. It never bothers me, so I forget.. :)


#14
the blue on everything was really selling your night time look.. I'd take everything in the foreground back to a blue tint.. to mix up all that monotone, maybe put a lamp or some sort of close range light source in the foreground and play with maybe orange highlights on some of the shapes
#15
Thank you for the crit, anian.. I want you to ask any question you can think of.. so I can make sure I'm not just fluffin off. yeah.. his anatomy isn't perfect.. this isn't really a cutscene.. moire like a wip of a cutscene, so yeah, its speed painterish.. i do want the final cutscenes to have a very painterly feel, tho.. and yeah.. the scarf hangs below so as to enforce what emotion is on the characters mouth.. but you are right.. in all that sand a logical person would cover their face :)

Updated the first post with a shot of in game assets.. these are not IN game, this is a save off photoshop.. the ingame versions should be very very close tho.. and the new scanline effect is something I will have to really fight with in AGS, as the scanlines now overlay the pixels behind them, and mesh the scene together better..

But for now, enjoy.. more updates soonish..

//edit: sorry, anian.. didn't answer your first question.. cutscenes will be VERY VERY desaturated.. not quite black and white.. tints of color, depending on how the light is affecting the surface of whatever its hitting..

#16
i dunno if yer still polishing this, but i did a few really dynamic key frames.. maybe you'd wanna integrate one of these in:


#17
Critics' Lounge / The Wanderer - Art Critique
Wed 17/02/2010 02:45:15
For those unfamiliar with the project:

Project thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36883.0

This is an art critique thread for the project:

After laborus hours fighting with my wacom (a new shiny cintiq is on the way :)) I have almost settled on a new art direction for The Wanderer..

The in game art style hasn't changed much.. it's a bit sharper than before. Lil more detail put into certain things, and some screenshots of that is coming in a few days.. however, I do have a shot of how the cutscenes in game will look, and this was really the part I was fighting most...

However, here he is in all his enigmatic glory:



For now.. yeah this is all I have to show for the long absence.. the rest of it is full of bad conscience and anger.. but finally, a spark of goodness shines..

I'll be putting all of the new art direction, concepts and screenshot examples, until the real in game screen captures are done, then I'll get Darth M. to unlock the original thread..

NEW IN GAME ASSETS, with new background style, and "next gen" scanlines :)



#18
so. whats the maximum number of pixels a room can be for a scrolling room? (not a repeating scrolling room.. it's unique.. but it's really really REALLY long)

Thanks in advance, guys.
#19
very nice use of color palette..

good silhouettes on characters too. Looking forward to more...
#20
This is a great idea for a bunch of people to collab.. I hope you can get this rolling and it stays strong...
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