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Messages - DanClarke

#181
Critics' Lounge / Re: C&C - Background
Tue 29/11/2005 21:07:06
ive also noticed something else about your clouds, it's evident you drew those after the tree, because you can see where the lines tend to 'fit around' the palm tree. Id sugeest just drawing them as normal then rubbing out the excess lines.
#182
I use an A6?
#183
wow, very impressive :)
#184
Quote from: ildu on Sun 27/11/2005 17:13:09
What about voice acting? Have you at all contemplated it? Or is it just too tough of a chance to get good actors?

It had crossed my mind, albeit briefly, but i think it's one of those things you have to be very careful with. Hammy voice acting can really kill a game, and i dont think adventures are necessariy better for it. Also, as you say, it's a difficult task to get consistently good voice actors for diggerent roles, so i think i'll be leaving it tbh.
#185
Quote from: Nikolas on Sat 26/11/2005 01:51:38
this is very good news! Extremely good news I might say!

Have you found anyone to help you in the programming, yet?

I've spoken to a number of people who have offered to help out with programming etc., so it'll be a case of choosing and allocating someone when the time comes to actually put it together.
#186
General Discussion / Re: CD Cover
Sun 27/11/2005 15:02:43
The font is...erm...really bad lol. Which program are you using for fonts? I'd suggest a serif typeface to better portray the image and the values of the CD. I think the image in the background is unnessecary, and you could postion the text bettwer if it was removed. Also consider changing the mouth image to black and white, it would take the emphasis off the 'graphic' nature of the image and lean more on the actual symbolism of it.
#187
Critics' Lounge / Re: C&C - Background
Sun 27/11/2005 15:00:09
It's a nice image, very CMI esque, i have a few poiters for you:

-as mentioned, lose the lens flare, it doesnt add anything to any images, unless theyre photographs of  the sun.

-the lighting on the trees suggests the light source is coming from the right, rather than the centre where the image is seen.

-There shouldnt really be a curvature to the see, as you never actually see the curve of the horizon, unless you look from a great altitude.

-i think the trees in the distance need more detail and depth.

Apart from that it's cool, keep on it :)
#188
Critics' Lounge / Re: A whimsical scene
Sun 27/11/2005 13:27:07
lol it's an interesting image, can i just mention that i think the hand on the monkey is wrong. You can see the indent where the palm of the hand is, so i presume were looking at the palm, and after sitting here and holding my arm out like an idiot, you'll find it's a left hand on the right arm.

id also change the colour of whatever guybrush is sitting on. Are you using a restricted number of colours for the game? Because i think your style would really flourish with a greater colour range.

Dan
#189
Quote from: Darth Mandarb on Sat 26/11/2005 16:57:38
Quote from: DanClarke on Fri 25/11/2005 22:37:04I played the tech demo and it all looks great, very solid game. I look forward to the actual game. Any idea of size?

Thanks!  Just wait till you play the actual game!  It'll blow the demo outta the water!

As for the file size we aren't really sure.  We've got fully animated cutscenes which aren't in place yet so it's hard to guess.  But I'm sure saying it'll be over 20-30MB isn't unreasonable!

We want to keep the DL size reasonable, (for our dial-up users!) but we don't want to sacrifice our vision just to keep the file size small.  And as mentioned before, you can get a copy of it on CD shipped to you as well!

Sorry Darth, i meant size as in number of screens/hours of play etc. Should have made it more clear, doh!
#190
Quote from: ildu on Fri 25/11/2005 00:48:00
I love all the progress work shown here. The concept art is just concept art. It may reveal some things about the game, but it won't spoil it. And Dan's sketches are so funny, appealing and inspirational, they always make me work on my own game.

Then about the sketch. Looks awesome and creative. Very sam'n'maxy. Where do you come up with all these characters?

Thanks ildu, im glad you like the characters. As for coming up with them, i just try and take what would normally be a stereotypical character within a tale or stroy, and give them some sort of unique twist or oddity. I think giving layers and depth to characters is exremely important, so ill be striving to ensure all the characters are memorable.

A quick update and i guess some good news for you all, ALL of the backgrounds for the game are now either concepted (i.e ready for a detailled line and paint) or completed! I really feel as if the whole things starting to gain momentum now, and once the BGs are done things will speed up considerably :)
#191
I played the tech demo and it all looks great, very solid game. I look forward to the actual game. Any idea of size?
#192
consider using ruled lines to give you a guide then take them away when youre done, try and keep the distance between one word and the word below equal (known as leading) otherwise the eye tends to wonder. If you take a flyer and draw ruled lines where text etc lines up, youll see that theres always a grid structure in place, even if there doesnt seem to be one at 1st glance.

Keep at it and you'll get it

dan
#193
the text in the middle needs composition, it's floating about. I also think the text on the left is too far left, there needs to be more margin, and the web address at the bottom is too big. Sorry for so much crit, i studied graphic design so it's a bit of a habit lol.
#194


new character, 'the elder'.

(yes it is a weiner costume, and i'm aware he's not really old enough to bare the title 'the' elder', but you'll have to wait and see.)

p.s sorry but I'm not moving on the hat for now. :)
#195
Quote from: Nikolas on Thu 24/11/2005 18:42:21
I'm sure that a floorplan would work.

I have my wife who's an architect and uses Autocad to help me, if I ever need something like that.

But a floorplan will definately give you the "form" on which to base all your renderings. And btw how big a house are we talking about? I always try to have some kind of logic in what I do and it might struck out to have a 3-storey house with 5 bedrooms 6 bathrroms blah blah blah. But noone said that you have such a big house in there...

mines a 2 story house with an attic, 2 main rooms and a hall downstiars, 2 rooms upstairs and the attic too.
#196
Quote from: Andail on Thu 24/11/2005 18:06:47
Well, I think it comes pretty naturally after some trials and errors. To get it all perfectly correct is very hard and not really needed; just make sure the player can maintain an overall sense of direction.

Yeah i know what you mean, its just ive had to alter and flip certain things, because with certain layouts, rooms would be found hovering in space that doesnt exist, and windows would be placed where theyre not visible outside etc. I guess as you say its just one of those things you get used to with time.
#197
Im in the process of doing all the BGs for a house in part one of my game atm, and one of the things that struck me as difficult was actually laying out a house correctly so that it all fits together and makes sense. Ive been desinging hallways etc, and having to figure out widths of walls and floors etc so they correspond with rooms above or below can be quite a hefty task. Ive found a good way to deal with it is to draw a rough floorplan 1st, but there are also things like perspectives of rooms to consider, and continuity. (eg. if you walk left into one room you dont want the character appearing on the left side of the next screen.

Anyone else had this 'hurdle'?
#198
i didnt read the rules prop...at all, so i just did this. I dont really know a lot about thanksgiving either being English, so that's also oanother one of my excuses ;)





x4
#199
mine was weird, i dont think i really said much about the game that anyone didnt know lol, i wont even go into the 1st 'attempted interview' which went down in flames because the feedback drove me to talk lots of crap and make no sense at all lol.
#200
Yep, it definitely works with scummvm, i use it to play the pc version on my mac, and im hoping to get it onto a memory stick so i can play it on my psp. Mmmmm, porable CMI, *drools*...
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