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Messages - DanClarke

#141


I was going to colour it but decided on a tonal piece instead. About 45 minutes in total.
#142
Critics' Lounge / Re: c&c on bedroom & gui
Sun 29/01/2006 23:13:58
Looks cool, but perhaps a little dull at present. Reminds me of Darkseed!
#143
With regard to the wing getting past the tree, i did wonder that myself, but it was mentioned that it dropped from above, so i guess it could be feasible.
#144
if thats an 'escape hatch' then perhaps the door could be on the floor?
#145
Very nice!

A few ideas:

-would it be appropriate for the ship have any logos/names etc on it?
-perhaps it could look a little more buried, like its really nosed into the ground.
-A chunk of it could have fallen off on impact and landed next to it?Seeing as it's
-Seeing as it only crashed an hour ago, there should probnably be some smoke.
#146
The boiler in my house blew up and burnt my house down, and i was in it when it happened. I was knocked off my seat and had to jump out of my window.

EDIT: I just realised this isnt really strange, it was just a bit crap.
#147
Hey all, an update with some info and changes ill be making:

-Due to mass public demand, gloria WILL get her hat back, i think you were all right in that she seemed a little soul-less without it. I'm also giving her some design tweeks to make her sprite a little more interesting in terms of posture etc. and ill post those up in the future.

-Ive started work on an intro movie to the game, which will basically be a cutscene style video which exaplins how Gloria ends up where she does etc. Ill try and get this hosted within the next month, work permitting.

-Contrary to popular belief, i AM working on animation! Here's a rough gloria walk test i've done, just to prove i dont waste ALL of my time drawing backgrounds with ridiculous amounts of blue in them!



I appreciate everyones patience, and i'm contunuing to work on the game and make it as good as i possibly can.

Dan
#148
Looks cool!

My stepmum has the very same satnav system in her TT lol.
#149
Also, id recommend that the door opens outwards, it would be bad architectural design for a door to open 'outwards' onto a sheer flight of stairs for obvious reasons.
#150
Looks really nice, i especially like the character.

My opinion of the BG, is that the difference in detail between the BG and the character is too vast. I understand that BGs should serve their purpose and not be overly distracting unless they need to be, but in this case it seems that theirs too much of a void between the character and it in terms of detail, which makes it feel somewhat 'detatched'.

If i were you id try to perhaps go for a more organic method of shading and more detailling, done in your particular style i think it'd look amazing, and as long as the colours aren't overly prominent i think it'd really compliment the character.
#151
Quote from: ProgZmax on Fri 20/01/2006 22:49:47
I haven't looked at this thread in awhile and I see alot of progress with your character designs.  Looking at the fisherman though, I don't think jeans would suit him.  Most fisherman that are serious about what they do wear baggy white/brown pants with plenty of free pockets for spare line,etc or have them tucked into tall rubber boots (if they stream fish).  If he's just a dullard that fishes casually then it looks fine, though.  The Automatic Attorney looks great, btw.

Thanks prog, it's something i didnt think about but ill look into it, the reason i didnt go for 'waders' was because i've already got a character with similar gear. I just finished the bg from the concept on the previous page, but i dont want to post itbecause i dont want to spoil everything in the game :p
#152
haha, i see what you mean, it's probasbly confusing to anyone else other than myself. I can't say too much but there is actually an entrance on the right, i have sort of painted a highlight for a path but it's hard to see, the final edit will make this more apparent.

Just a side note, please not that you shouldnt take the map i posted as an exact reference, although its still roughly the same area, some finer details have changed as time has passed. Glad you like the concept :)
#153
A good sprite, the proportions give it a comic style though, not sure if that was your intention.
#154
Just a small update, im working away at the backgrounds trying to get them all finished ASAP, and if people are wondering why i've dissapeared from MSN, it's because i'm taking a bit of a break from it so i can concentrate on work and the game etc. so if you need to get in touch, email me or PM me :)



#155
Dan Clarke:

www.yeki.co.uk

I'll be updating it soon, promise lol.
#156
Critics' Lounge / Re: Dark Wood Theme
Fri 20/01/2006 15:53:48
Definitely not bad yfor your 1st go, but the drums are just all over the place, far too disjointed and random. In my opiion the track would be far better without them, im presuming this game has some sort of a medieval setting, so i dont think a modern drumkit would have any place in it's soundtrack anyway.
#158
Sorry for the confusion, what i meant to say was to have the inventory in the bottom left which would click open, akin to sam n max's box inventory.  perhaps this will explain better:



@320x200 with the inventory in the corner and the GUI would work on a right click just like sam n max.

#159
Quote from: SSH on Wed 18/01/2006 16:38:22
If you mean that you want to have your screen 320x240 and have 40 pix at the bottom for the GUI, the answer is yes, you can do that.

Lol thanks for the quick reply but what i mean is:

-Have the game running at 320x200
-A sam n max style GUI in the bottom left corner

Is this possible?
#160
Hey all,
Just a quick question as im working on BGs atm. I know that with the jump from lucas games like monkey island and DOTT to something like sam n max, the resolution of BGS was able to go up from 320x200 to 320x240. I was just wondering if its possible that i can create all of my BGs in 320x200 and still use a sam n max style GUI that doesnt take up screen space?

I'd appreciate if you could clear this one up for me chaps.

Dan
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