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Messages - Corby

#61
I'm really looking forward to playing this next week. Looks very atmospheric!
#62
General Discussion / Re: Defeat mud monster..
Wed 19/10/2011 22:03:37
Freeze it with dry ice then gently tap it.
#63
General Discussion / Re: Voice Talent Audition
Tue 18/10/2011 09:35:00
Why only youtube auditions? BTW, good luck on your project, looks interesting. :)
#64
Okay, here's round three. I tried a combination of everyone's advice.

Also, Thanks for the paint-over Ali, that really helped. I eventually went with Increator/Snarky/Anian's advice here.



Quote from: theoMan, I realize I come off sounding like a gripey old d1ck here, but I can't help being passionate about perspective.

No problem, your advice is great. I'll remember it in later drawings.

Quote from: UhfgoodDo you have any tutorials on how you make your backgrounds?

I did make one last year I believe, but it pretty much involved using the smudge tool, which isn't what I used for picture in this thread. For this one, I've been using only the brush tool for painting. I don't think I used the smudge tool at all.

Here is it anyways:

http://corbydesigns.com/meadow

But hey, if you wanted to know something in particular, I don't mind whipping something up.

EDIT:

Quote from: theoHaving several sets of 90 degree vanishing points is definitely by the rules, but means that the objects you draw with one set of them will be rotated compared to objects drawn with the other set.

Thanks! I was wondering if they would seem parallel still. That answers my question.
#65
Thanks Theo, Snarky, InCreator, Anian for the helpful advice.  I'll have a new version soon.

@Hudders:

Yeah, I might just end up trying a different type of road.

@Theo:

I think I understand! One-point becomes a bit distorted if it's too far from the vanishing point; especially in this case where mine is located way to the left.

So, adding another vanishing point to get rid of the 90 degree line would help? Or is creating the far right building in another one-point allowed?  ???




@Snarky:
QuoteI think it would be interesting to see you fix the problems rather than just give up.

I think I could fix it easily, but the main building really is too squished together. The interior is quite spacious, and I think it needs that extra width to avoid looking too strange. The fore-shortening idea would probably be fine too.



#66
Thanks for the advice. I'm not sure if I even needed the right building jutting out. Instead, I think widening the main building looks better.

The building on the far right is now a bit behind the main building, and a pine tree obscures it.



QuoteI love the look of the background and would steal your technique for stone and woodwork in a second, if I could.

Thanks! :)

QuoteI am assuming that the bottom of the image is not finished yet, because it looks reaaally weird right now

That part is supposed to represent a city wall. The exit to the south (when the gate is open) leads out of the city. I'm not too sure what to with it at this point.

Other than that, I guess my other concern is whether the cobblestone looks alright?
#67
I thought it'd be fun to draw an exterior scene using one-point perspective instead of two-point. Am I just seeing things, or is the right side of the main building look out of perspective? I seems like it should come to the left a bit more, but yet it stills lines up with the vanishing point.




(apologies for the manual re-sizing)

Thanks!
#68
Draculator is looking great!


Just one thing in the credits I noticed:

QuoteCorby: surgery background
Grim: robot lab background

I believe Grim did the Surgery background, and I did the Robot Lab.
#69
Solid game! Good work!
#70
General Discussion / Re: Voice control
Wed 08/06/2011 09:06:32
Quote from: Studio E3 on Wed 08/06/2011 01:32:53
Hey I just wanted to post out the fact that I get new ideas for games everyday however I don't start up a new game for all of those ideas.

What's this "AGS E3" all about? :)
#71
Critics' Lounge / Re: Arcade-y music
Tue 24/05/2011 10:17:15
I think it's fantastic!
#72
QuoteIf you did that in only an hour we must collaborate on another game some time -you can do the backgrounds, hundreds of them!

Actually, it probably took me about 3 hours or so. I saw that we could go over the minimum hour, so I just kept at it. Speaking of which, I don't mind finishing up the background. I think we're missing a probe that can be repaired? Perhaps a pinecone as well? Let me know!

QuoteWhen looking in the mirror this morning  I thought of changing my signature for a little promotion.
Very nice! :)
#73
@ Ali : Thanks for the advice! I redid those shadows and made a few more tweaks.

@ Hudders: Perfect!

@Tabata: Whoops, that was my mistake. I lazily mirrored Redbeard instead of grabbing the correct view. Good work on the conversation animation. :)
#74
I'll post what I have so far and hope I didn't break too many rules:





I don't have the "robot probe" drawn. I'm not sure if that's a sprite or not. I do have the bunsen burner and the bonsai tree in there however.

I also left that large vat empty, in case there's room for some cyborg creature there.

If anyone wants to tinker with this, go right ahead! :)

EDIT: Great job on everyone's backgrounds and sprites so far! :)
#75
My contribution will probably be finished tonight. I thought a limited palette would be easy, but it's more challenging! :)
#76
Quote from: Armageddon on Wed 11/05/2011 20:59:57
I already called that? :P

Yeah I'll just do the hallway.

Oh, sorry, I thought you were calling #1 on the list:

1) LAB BACKGROUND (claimed by Corby)
2) HALLWAY BACKGROUND (claimed by Armageddon)(or Buckethead?)
3) ROBOT LAB BACKGROUND (just thinking maybe a Bunsen burner/lighter instead of matches/lighter?)

I was going for #3 :) Can we switch that Baron?
#78
Critics' Lounge / Re: Perspective Doldrums....
Thu 28/04/2011 02:22:14
Thanks Prog! I've actually created some interesting lighting on some newer backgrounds so the technique has come in handy. The first version looked quite dull and the colors really add to the scene.

Here's the latest image, which I've slowly added more color to:



I'm now trying to add some support stones for the arcs, like here:

http://www.inkart.com/pages/borders/stonearch.html
#79
QuoteUmm... "cute"... uhh, well I tried.

Kind of reminds me of Groucho Marx. :)
#80
Critics' Lounge / Re: Perspective Doldrums....
Thu 14/04/2011 23:22:02
How's this? First the walls were color reduced slightly with a bit of dither. Second, I targeted the walls for some more warm/cool colors, and a bit more warmness on the floor.

I may have been a bit more subtle with the new lighting, but hopefully the dull colors of the wall are less obvious? Should the areas of the wall farther away from the torches get more warm colors as well? For example, the wall with the right banner.

One thing I noticed: When full screened, or near to that, the colors are much more vivid than this preview.

PSD: here
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