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Messages - Anian

#101
So wait, might I know what is your proces of making a walkcycle for example (software and resolution wise)?
#102


As the title says, this time the topic of the BB is NIGHTCLUB. Doesn't matter if it's outside, inside, or in the back alley, dirty or high class, pole or can-can dancers, make it neon bright or low lit as you want, your pick (there's a "that's what she said" joke in there somewhere).
Please try to follow AGS resoultion sizes restricions though.

Work submission lasts from October 2nd, 2013 till October 13th, 2013. If you need a day or so extention, please notify me day or two before the deadline.

Good luck and BOOM-CHA DISCOTHEQUE!
#103
Quote from: Snarky on Mon 30/09/2013 09:08:01Do you have any evidence for this claim? (I can't imagine why anyone would want to play an adventure game in a window, any more than watch a movie in a window.)
Most of the short AGS games I play in window, I just hate the black stripes on the side of the screen.
#104
Quote from: Armageddon on Sun 29/09/2013 08:10:53
Aw, we have to wait on Dave Gilbert to finish his next game now. :(
They showed some screenshots and gameplay of the new Blackwell game, so I'm guessing it won't be that long of a wait...unless they're redoing everything in the engine.
#105
The Rumpus Room / Re: Tales from On the lash
Sun 29/09/2013 01:08:09
Quote from: Stupot+ on Sat 28/09/2013 19:56:55
March 10th 2011 - I meet some friends in Shibuya.  I'm sober but they're already drunk.  So when we get to the club (only time I've been clubbing in Japan), I have some catching up to do.  I'm mainly on the vodkas and catch up pretty quickly.  At the end of the night (or early next morning), I get separated from my friends, but I'm going in a different direction anyway.  The last thing I remember is being at Shibuya station catching an early train, the next thing I know I'm on Facebook in my favourite internet cafe in Asakusa with no memory of how I got there.  I go back to the guesthouse, get a few hours sleep, go to meet another friend and then experience a certain earthquake you might have heard about.   Worst day ever to be nursing a hangover and nasty case of the runs.
I'm sorry to hear that, but this would actually be a cool way to start an adventure game. Aftermath of a disaster and you're sobering up, not remebering what happened and you come to in a bar with your Facebook (or similar) page open in a browser. You need to find out if your family and friends are alright etc. and what happened the night before.
#106
Quote from: Ponch on Sat 28/09/2013 03:49:42Girls on a unicycle equals sex in your mind? Damn, Anian! I like how you're living life, baby! ;-D
Well I guess they might be drawn riding a unicycle in their underwear because it's more comfortable or maybe it's more practical to do it without clothes... (roll)
#107
Quote from: Mati256 on Sat 28/09/2013 02:56:44
Furry does not necessarily means sex.
http://kotaku.com/5978236/my-weekend-at-a-furry-convention
...though drawing half-animal girls in bikinies and sexual poses does.
#108
Quote from: StillInThe90s on Wed 25/09/2013 00:27:29
Sorry for not respoonding until now. I have been experimenting with the palette and come up with this as being the brightest scheme I can use without getting all of the issues I had with Anians edit.
It is however, still pretty dark.
After Babar offered that nice explanation, I just want to point out my "edit" was actually just a quick Levels adjustment in Photoshop, nothing more. And the edit (mine or Babars) still looks better to me, not only from a perspective of visibility on various monitors and settings but from an artistic standpoint, when painting (digital or regular) you practically never use black for black surfaces and white for white surfaces (I'm not talking about details but large surfaces that depict light)...maybe in comics, but that's because inking plays a large part in the style and images usually need higher contrast because of the size of the panels.

When painting, every "color" has it's hue, saturation and brightness. Making things black or white makes the surface lose a part of it's color and thus a part of the image and perception is gone, plus when painting you work with contrast in hue as much as contrast between levels of brightness, for example if something is blue and an object next to it is yellow, the yellow object will look lit while the other would seem to be in shadow even if they're the same brightness. Just look at that link Babar put http://www.mobygames.com/game/fmtowns/secret-of-monkey-island/screenshots/gameShotId,501385/ - the yellow of the lights from the villages are basically as bright as the blue of the forest, but you still perceive something as a light source and something as a reflection or lack of light.

I suggest choosing a palette for your image (pick a few shades (brightness and saturation levels) of green, red and dark blue) and try recreating a scene with that limited palette. See how you like it like that. Your newest edit is really quite a step in the right direction.
#109
Ah, very nice, UnLady. Thanks to all those that voted and thanks to everybody who participated. I'll have next theme up soon.
#110
Quote from: Adeel S. Ahmed on Sun 22/09/2013 19:19:06
Possibly inspired from these types:

Spoiler

EDIT:
She's such a beauty! Only if she removed those ears (and tail), she'll look more better.
But again, in this drawing, this girl is not a human with ears growing out of her head, but a girl in costume.
#111
With widescreen there's a problem of 16:9 vs 16:10 as it is not standardised.
I'd go with lower resolution rather than 1920x1080 since some laptops for example don't have such high resolutions for example.
#112
I would very much like it if all you furry creeps would just not post stuff like this. There's like fetishes and kinky stuff and then there's interspecies creepy. I don't know where you came from or what childhood trauma you had that you think a woman looks better if she has a tail and cat ears, but don't think for one second everybody else doesn't see this and think "well I better hide my cat from this person".
#113
Completed Game Announcements / Re: Sepulchre
Sun 22/09/2013 14:26:51
Atmosphere and art is nice, voice quality was unusual (nothing wrong with it specifically, but just seemed "off").
Story was a bit too vague and script was...

Spoiler
the "sorry" in the end was just out of nowhere, what's with the photos, the people know the player in one sentence, but in the next sentence they don't, am I suppose to read the mentioned book to understand any of this?!

The only part I got was train in dirt and train underground, and I guess he was coughing because he was suffocating, but why were the windows shut, why is it falling apart now and one of the biggest things - unless it was a tunnel collapse, how does a train end up underground?

There just seemed to be a lack of payoff from the mystery and horror in the end, as Calin mentioned, just kind of reminded me again that I didn't get what was going on.
[close]
#114
Do you even need a character if you're not moving it? Then you might go the next step and you have a hidden object type of game with no protagonist on screen. I just recently played Puzzle agent games and animation, movement and interaction options seem very limited but if you consider the actual puzzle gameplay it all makes everything fit nicely,

Old school JRPG style games don't move their characters, in fights for example, they kind of move a bit but usually there's no fight animation per say.
#115
Very nice.
#116
Quote from: Armageddon on Mon 16/09/2013 03:33:32What 3D modeling program do you use?
3ds max 2012, managed to get a legit copy of it, plus I'm a "3d studio max associate" (took a basic class and exam), couldn't make myslef learn Blender for example.
#117
Bigger servers cost more, especially when on pc (where you can buy your server) this really isn't that practical. Plus it's much harder to control gameplay and test it and make maps that such big battles. 32vx32 is rather big and fun enough I think.
#118
Quote from: frenzykitty on Sun 15/09/2013 14:14:14
Anian- Is your workflow to model in 3D, and then hand draw over everything?
With some things, yes. Keeping the perspective correct, some basic arraying of items and also light calculation is far easier with 3d. In this I kind of didn't keep much of the 3d, the render is just a sketch, but if I were just painting over and colorizing, there'd be more usage off the AO and far less antialiasing in the render.
#119
Construed, make, in any scene, a cylinder the width and height of a normal human being (or what your sprite will be the size off in-game), then whenever you don't know if something is the right size, compare it to the cylinder - doorways, textures, beds etc. Make the same cylinder over and over again and you'll always know what size environments are.
Also try to put the camera around the eye level, or close to it (like you did in that last scene with the mine tunnel), any extremes you make will just not look ok when you put a sprite in. You're making a background in 3d, it's far easier to move the camera than to redraw a sprite in each scene, right?
#120
Something else is usually considered "painting over", what you did was adjustments, which you usually have to do for 3d renders anyway. InCreator, a while back, created a few videos of his process, you'll probably find it informative: http://www.youtube.com/watch?v=CRZgK4kG2VY
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