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Messages - Andail

#161
Thanks for a fun episode :)

Am I the special guest you've been trying to get on the show (again)?
Because in that case I might have missed the pm. And the facebook message. And the email.
#162
Am I the only one who's wondering why the top half is pitch black?
Or rather; why have a square ratio when you're not using half the screen height?
#163
General Discussion / Re: Brexitmageddon
Fri 07/10/2016 10:53:00
Jack, a vote isn't diluted - it either affects a larger area but is shared with more people, or it covers less and needs to be shared less.

I think Snarky explained this quite well.

Edit:
On a related note, the British pound took a real dive this morning.
#164
I always make sure to view my art on some other devices/monitors and in different light conditions just to be sure. iPads and mobile phones tend to have stronger contrasts and more black, for instance, often rendering the darkest nuances indistinguishable.

Look at your image on your phone, in another room, and see if it's still visible.
#165
19 frames in 8 directions, that's an awful lot of frames.

Have you tried 8-10 frames in 4 directions and deemed it insufficient?

Can we see the animation please?
#166
I'll just chime in and say that you obviously shouldn't remake all those sprite. The small gains wouldn't be worth the hassle, not to mention all the extra future work it'd entail.

I'm in the exact same situation, since I've also just moved up to 640x400 resolution, but I chose to increase character resolution too, as you can clearly see in my GiP thread. However, that means the sprites will take muuuch longer to make and animating them will be quite a herculean task.

Snarky, I wouldn't say that adventure games often mix resolutions. As Dactylopus said, colour depth and resolution are quite different things, stylistically. Throughout the history of animation we've seen moving parts standing out from backgrounds in their crispness and flatness. 2D games have traditionally had animating parts with less shading and gradients than the often handpainted backgrounds.

I don't think there's a reason to beat around the bush: Having character art that matches the background art in terms of resolution is objectively better. If you want to be puritan about it and claim you prefer low-res pixel art for stylistic reasons, then surely you'd prefer pixel-based, low-res backgrounds as well.
#167
Oh, I completely misunderstood. I take back my "great news!" comment immediately.

Sad to hear you've cancelled the project. I guess this was an extremely time consuming and demanding project, looking at the high production values and your ambitions.
#168
Great news, Daniel!
Me and many others have been keeping an eye on this project for decades. Or at least many years.

Without exaggerating I'd say that this is the prettiest game AGS has seen so far. Whether you like the style or not, this is simply as pretty as it gets.

Now, it's a bit early to comment on the rest of the gameplay/plot, and since this kind of comedy isn't exactly my cup of tea I'll just wish you a huge good luck and hope you can row this magnificient project to shore, as we Vikings say.
#169
AGS Games in Production / Re: Lamplight City
Mon 26/09/2016 09:29:48
Looks great, Francisco!
I've shared this to all my Twitter friends already!
#170
Yo yo,
Time to add a new background to this thread. Those of you who follow me on Twitter will have seen it, so to also give you guys something extra I included a little step-by-step sequence to show you the process, kind of.







[imgzoom]http://esseb.com/andail/godsalgorithm/mallone5.png[/imgzoom]

Thanks for watching!
#171
So long and thanks for all the code!

Seriously though, most people have spent the same amount of time browsing facebook or playing pokemon go or something like that.
If nothing else, your time here has made lots of others happy and grateful.

Surely you can hang around even if you've retired from the engine developing side? You can focus on making games. Or being social. We like you!
#173
Cool, will try to be there (me and Joel hope to turn up with something to show), and will contribute to the KS as well.
#174
"While standing" would execute repeatedly, meaning there wouldn't be any time to actually animate. Why not use "walk onto" and then "walk off" to change the views accordingly?
#175
Ok, it seems that you're not against receiving c&c on this piece then, so here goes:

Right now it looks a bit odd because you have many styles clashing. Parts of this picture looks like rather crude 3D, some objects are partly fuzzy, partly sharp. The large size isn't really justified, considering the low definition, but also the composition - the lower center area is extremely empty.

There are also way too many artefacts, probably coming from the high compression; remember that even jpg can be saved practically losslessly if you just choose best quality.

The general composition mostly works, although I'd definitely crop the lower fifth of the picture; that would reduce lots of unnecessary space, and it would also lower the horizon (which is currently dead center) making it more harmonic to look at.

Lighting largely works - the sun hitting the tower sides and the remote mountains is rather good.

If you want to, I could whip up a little paint-over to illustrate some of my points.
#176
Hello, tigris. If you read the rules in the GiP forum, you'll probably realize that this post doesn't really cut it.

I put it here in the CL instead. This means that you might receive feedback on it. If you don't want this, say so and I'll remove the thread altoghether.
#177
The Rumpus Room / Re: What grinds my gears!
Fri 12/08/2016 19:25:54
While Civ 2 is arguably the instalment I've spent the most time on, it did have some weaknesses that annoyed me, for instance how so many other civs would constantly be angry with you and gang up on you as soon as you grew somewhat powerful (while they treated rivalling computer civs with utter respect when they grew bigger).

It's extremely hard designing a good A.I for games like Civ, because you have to kind of compensate for the player being able to constantly save and load. That's why they're given rule-changing advantages (like how they can suddenly produce 15 tanks the round after you declare, when previously they had none). For this reason, it'd be better not to give the player any savegames at all; then they'd be forced to play carefully and think through all diplomatic actions.
#178
AGS Games in Production / Re: Unavowed
Fri 12/08/2016 18:53:17
Nice, Ben!
Have been thinking of publishing similar in-progress gifs for my own scenes.
#179
I don't want to go wherever Chtulhu himself wants us to go.

Also, France has been done pretty recently...
#180
New background:
Not 100% done - the signs are basically placeholders, and some linework is a little rough - but you get the idea.
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