Damn, I have to back out of the competition. I was held at gun point and lost my laptop and ipod. Next competition maybe.

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Show posts MenuQuote from: Fredrik1 on Sat 28/07/2007 23:23:48
I thougth it would be another Cthulhu movie..
Quote from: radiowaves on Fri 27/07/2007 19:26:30
Its not Godzilla, but it may be a remake of this.
However, it is also possible that it may have connections with Lost. Anyway, its known as "The Parasite"
Quote from: Hudders on Thu 19/07/2007 10:25:08Quote from: mouthuvmine on Thu 19/07/2007 10:23:24
The perspective kinda makes me feel like I'm looking into a tube tv set. Which is cool because that how I watch the simpsons...but it's weird without having a reason. But without playing the game I won't know how the perspective fits contextually. I think the image well laid out, and the artwork is very good. We'll just wait and see how it looks with the line work.
Makes me feel like I'm spying on them via a secretively placed CCTV camera.
Quote from: TerranRich on Wed 18/07/2007 22:36:14
I'm sorry, but I can't get over the warped perspective. WHY is it warped like that? Is there a point to that? If I were playing a Simpsons adventure game, I'd want it to look like it does on the show.
I hope you're going to work on things like the couch's arms, which looks melded into the couch somehow. Not enough shading there.
Of course, Matt Groening uses outlines. You're using outlines...riiiight?
Quote from: SpacePirateCaine on Wed 18/07/2007 03:56:20
The one extremely warped perspective picture in Curse of Monkey Island (I assume you're referring to the lighthouse) limited its walkable area to a section of the picture that still followed - by and large - the established 'playable angle'. It appeared warped and distorted, but they compensated by having very limited movement. You'll probably find that a room with this level of distortion in its potentially walkable area will be very difficult to control scaling and make the character sprite fit. You have a few solutions to this problem, if you keep the room in this fashion. You could, as in the aforementioned games, limit the walkable area to only places where the sprite fits, only use it for cutscenes, or draw separate sprites for each individual part of the room so that the character fits.
The reason, I imagine, that Matt Groening kept the original living room design to a very simple one-point perspective most often when it's displayed in the cartoon is so that it would be easy to animate characters and reuse frames when absolutely necessary.
That said, the picture does look great as you've designed it. It remains very faithful to the original, and as an individual piece of art, it's marvelous. It just lacks a certain amount of functionality if you intend to implement it in an adventure game.
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