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Messages - Anian

#321
Quote from: Khris on Wed 13/03/2013 21:25:33
That reminds me vaguely of Michael Crichton's Timeline. (Tech Company builds teleportation device, accidentally discovers time travel, Archeology students in France go back in time to the hundred years war to rescue their professor.) Pretty cool book, mediocre but enjoyable movie with Paul Walker.
Heh, I actually have the book and the movie wasn't all that good. But no, it's not that.
#322
So I'm looking for a movie/series, sf in nature. The plot was connected to a teleport device where stuff did teleport (or maybe just disappear and then reappear, can't remember exactly), but with a delay. Soon the main characters figure out that stuff actually goes into another dimension or something similar.
If anybody might know the name of this, would be appreciated. It's probably something obvious, but it just escapes me for the last two days. :(
#323
OR...you know...make something that is inspired by those stories.
#324
It's rather evocative of SimCity cool funky stuff, so I guess mission accomplished. I like it.
#325
Wow, just tried it and it seems to work. Very nice, thanks for suggesting this.

It is exactly what I need, but the way it works is basically it creates an effect similar to lag, it's not bad at all, but the smoother you want the lines, the worse the "lag" effect will be. Still, I think once you're used to it, it'll be a great tool.
Wacom should put this in their software, especially for smaller tablets where you can't use a broad stroke of hand simply because of the small size of the surface area.

If anybody doesn't get how to install/enable this:
open Photoshop for example and open a new file/canvas, then start up the lazyNezumi application from the downloaded folder.
Go to File>Attach to window and when clicking ok, click on the canvas area of Photoshop.
On lazyNezumi window check Enable and try it out, test various settings.
That's it.
#326
Well Cuiki, we can't all be a cool guitarist in a band.

...damn, I miss my ol' band.  :sad:
#327
Critics' Lounge / Re: Toilets!
Sun 10/03/2013 13:10:53
Yeah, Andail's perspective is better (and more accurate).
I'd  keep Andail's thing, but move the whole scene up a bit though (so there's less sky), then that trash can can be seen (gives more detail to the scene). It also would make the building seem like a part of something instead of looking isolated from the rest of the city. It can still keep the focus with the right lighting (like putting a lit boy/girl sign above the doors) that illuminates the ground below it slightly etc.)
#328
Quote from: Ryan Timothy on Sun 10/03/2013 00:38:07
I'll be impressed if this system works exactly as Icey wants it. It's very hard to make a battle system for someone without every single detail. Like what does a certain player have a weakness to? Ice elements and Wind? And he has a strong defense against Fire. Etc. The system would need to be designed for this (or modulated enough to allow for a later addition). Also where the enemy/player is strong or weak against a certain weapon, not just magic.

Good luck, Snarky. This is something I've wanted to do for him for ages, I just never got around to it (and I probably never would've haha).
After what Icey just wrote, this is definitely not enough of a plan.
Personally, and yes I know nobody asked me but it's a suggestion, maybe prototype the hell out of this with a premade battle engine (while you're writing your own), like in RPG Maker or something, and put all the enemies there and all the powers etc., because when you make custom stuff with so many options and variables, you need to playtest the hell out if to keep the balance right, it's not just adding powers...
#329
Critics' Lounge / Re: Lighting a room
Sun 10/03/2013 11:29:58
Well that's not bad for beginning attempt.
And, as Armageddon said, you might want to lower the camera angle, unless all the rooms are at this angle, a 2d character sprite from the side won't look so good. Try putting the horizon in the middle or lower.

If you want to push this further, I'd suggest making the doors and side panels a bit more flat and the stairs are kind of high/tall, and the railings seem the to tall as well when you compare them to the door (railing should probably be at the height of a door knob, and here it's above it).
The best/fastest way to fix all these things is by using real world size, so if a door is 2m high in real life, then use that etc., I personally have a tape measure on my desk, so whenever I start to model something within an already made room, I use the tape to see what size things are. There's only one thing you do have to be careful when doing that though, when you render at lower resolutions, some of the details might get lost, so sometimes you have to turn 2cm into 10cm and such things.
#330
Wow, you've been at this for a while. The art looks interesting, story is very discworldy and some of the character animations on your tumblr site look very smooth as well.

Wait, is the "Spoony" the bard? I'm so sad that I get/think that is a reference.  :grin:
#331
Quote from: InCreator on Thu 07/03/2013 04:02:01Are art schools/courses truly that effective or do those artists just have insane amount of talent and free time?
Some of those people reside among us -- here, too.
FZD (the storyboard/concept artist) commented on this in one video, what basically happens with those people that go to specific art schools (the ones dedicated to design etc.) is that they take the students with most perspective and then push. The comment was on the fact that how people have these awesome portfolios - because they make about 2-3 paintings per day (some just speedpaints, some get fully finished), every day. Then they do that for 2 years or more with constant guidance, correcting their style and techniques with each work.
He further explains that if you want to compete, that is the only way to do it and that you can't expect to compete if you do a painting a week and just work work work.
http://www.youtube.com/watch?v=b8V88OvCx10  (there are a lot of videos in that channel, check them out)

Some 3d stuff makes me speachless, especially since I know the basics much better than 2d art. There are things I find I can do as well (some things are just a matter of detailing), but then there are those zbrush sculpts that just blow me away.


#332
I, on the other hand, feel scared over the fact that dkh had to figure out so much stuff (in scripting) while still on the first room. I understand there's an amount of customisation involved because of specific interface design, but still...
#333
Quote from: Kastchey on Mon 04/03/2013 02:31:16But if it wasn't, I can add this nice t-shirt to the pot!

FINE! I'll let you off this time! You better be careful in the future or one morning you might wake up with a broken blue cup in your bed, capisce?
#334
Critics' Lounge / Re: Lighting a room
Tue 05/03/2013 11:49:04
Maybe try Kerkythea, it's a free renderer that can be integrated in SketchUp. It'll calculate the shadows for you after you set up the lights where you want. Then you can use that render or just use it as a guide to draw over the image yourself.

If not that then go the other way around - instead of lighting up the area around the light source, use a multiply/darkened layer with a mask and draw those shadows where you think they should be. Instead of lit areas, draw the shadowed areas.
#335
Critics' Lounge / Re: Want to learn to tablet
Mon 04/03/2013 12:31:22
Is this for 3d? It's maybe a bit too high contrast, but you're definitely getting better.
#336
There's lots on the forum as well HERE and practice on turning drawings or photos from the internet into small pixel drawings.
Even whole Guybrush sprite sheets are available LINK 1 or LINK 2
#337
5 hours for sprite like this LINK? I think you're doing something wrong.
Besides, I don't think it'd be better to have an image on screen instead of printing it.

If you're working on a lower resolution game (like the ones you keep mentioning), you might like to sketch out a design on a tablet, but in the end you'll need the control a mouse offers for putting every pixel in the right place. Main because a pixel right or left means a world of difference when you're working on area of 320x240 pixels and your sprite is 70px tall or less.
#338
Quote from: Sane Co. on Mon 04/03/2013 06:58:39
What can horses not draw?
Hand turkeys?
#339
Such treachery, I shall have my revenge Kastchey, mark my words!

Just kidding, congrats to waheela.
Wiiiiiiiiii silvery.  :smiley:
#340
I think that's for the electric chair, not stake.
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