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Messages - DanClarke

#241
Thanks im glad you like it :) i guess an attorney(!) inside a glass vending box will never really 'make sense' as such ;)
#242
LMAO, i loved that, great writing. :D
#243
Quote from: ildu on Wed 09/11/2005 15:51:29
Quote from: DanClarke on Wed 09/11/2005 12:57:27Bare in mind this is UBEr rough, so dont worry if you think the proportion/perspective/design is tits up ;)

I was originally going to go with the usual fortune teller style machine, but i thought this would be a little more interesting, and give me a chance to make a really funny character. If you look on the map  i did a while back youll see the box is actually there. :)

It all makes sense now.

Do i detect some sarcasm?  ;)
#244
looks nice! although perhaps a little empty for a library. I love the cat :)
#245
Quote from: big brother on Wed 09/11/2005 15:20:33
When you do the final version, you might try varying your spelling. For instance, I find "attorney" less alarming.

Arse.  :-[ lol.  ;D

EDIT: fixxxed.
#246
congratulations!  :)
#247
ok here's the twist.  ;D



Bare in mind this is UBEr rough, so dont worry if you think the proportion/perspective/design is tits up ;)

I was originally going to go with the usual fortune teller style machine, but i thought this would be a little more interesting, and give me a chance to make a really funny character. If you look on the map  i did a while back youll see the box is actually there. :)
#248
odd, i actually conisdered doing Manny but i thought it might have come up before somewhere. anyway, heres my entry, its a 'Cowlick' from the Clavat tribe in FF Crystal Chronicles. Not really mad on it myself but i guess it's better than nothing.






@300%

25 colours.

Here's the character for those who havent seen him:

#249
Quote from: ildu on Tue 08/11/2005 21:48:01
Looks great!! Looks a bit too devious for a small town business man. He looks a bit too much like a mobster. I think it's because of the hair and the eyes. Maybe you should bring his eyebrows a bit higher. Just a suggestion.

lol i understand what you mean, but as i say, the sprite will reveal more, i cant give too much away right now but..... :P
#250
I'll give you a few pointers, just to start you off. The colouring etc isdnt bad but id say you need to practice on things likie proportion and stances etc.

1. Start simple, draw a stick man if you have to in order to get proportions etc right, and dont worry about clothing etc until you've gotten the pose and basic figure right.

2. Consider your characters behaviour. If theyre angry or sad, their stance will reflect this far more than any facial expression could muster. Remebe that because a lot of AGS games are low res, you have to look at ways of expressing emotion/characteristics etc. For example, a sad or depressed character would mope with shoulders dropped etc.

3. Another thing ive noticed (and a lot of other AGSers can be guulty of) is a lack of imagination with clothing (pleaaaase no comments about the hat please ;) ). Look for inspiration wherever you can, be it cartoons, books, films etc. Remeber if this is your main character people are going to be looking at it throughout the game, so try and make it as interesting as you can. It's always evident when people have put some research or inspiration into dressing characters and rooms, and it adds to overall quality.

Sorry if this is all a bit too much to take in, but i hope youll find some of the points ive made useful.
#251
new character (extremely rough) concept:



This is another character featured in part 1, i wanted a powerful business type figure, so obvious influences come from Buzz Lightyear/Mr Incredible/Zap Brannigan. I've got some great plans for the script where this guys concerned, and you might be more than a little suprised when you see the sprite. ;)
#252
Looks like an interesting project, keep it up!
#253
that's gorgeous loominous!
#254
Quote from: Scummbuddy on Fri 04/11/2005 02:43:29
Your colored sketch of the girl has a slight problem. You see too much of her right elbow. In my opinion, it would be more natural to be facing more to the back. You would see a lot less of that arm, in that position. The hand is in a fine spot, but the arm should be less seen.

With her other arm, her left hand doesn't seem to be connecting with her body/hip.

Don't get me wrong, its a wonderfuly made piece, but I think it has a little anatomical problem.

But, to keep this on topic... I like the shilouted items, and thanks for the 'how to' animation of your background. Very interesting.

Youre absoloutely right about the arm and the hand. Infortunately it was one of those things i didnt spot until id coloured it etc. I think the problem with the hand was i made the shorts 'thinner' every time i resketched, without taking into account the hand. :(

#255


As promised, Bert the fisherman, in all his obese sprite-yfied glory. I gave him a wider base in the sprite, because in the sketch he looks almost stood up, and i wanted theis to be 1 big guy who would just dump himself down and not move for hours. Ill probably add some checks to the shirt and a few other little nick nacks and clean ups, i may alter the colours too, as although i wasnt this gut to have no style sese, those colours are a bit garish.
#256
Critics' Lounge / Re: Return to MI project art
Thu 03/11/2005 23:01:30
Quote from: storyteller on Thu 03/11/2005 20:45:56
Quote from: DanClarke on Thu 03/11/2005 20:24:43
I like the guybrush, the jacket suites well, but id really conider keeping the CMI style of feet, they just suit the style so much better.

As soon I can show the reworked boots (may take a while, since my sis also has other stuff to do), I'll set up a new poll about the boots.

Currently, we're deciding on his size (tall, short, ...), and wether or not we want him skinny. As with all polls we have (though this is the first public one), the majority wins.

Not really a criticism, but personally, i wouldnt leave it to an audience to decide on design issues. If you're the designer you should make the decisions yourself, the people who vote may not know what will look good at all from a design point of view. It is after all your game, and it should look how you want it to.
#257
cheers for the feedback all :)

new character for you, very quick sketch:



sprite to follow soon.
#258
Quote from: Anarcho on Thu 03/11/2005 20:40:24
Well, zooming in on parts of the room, like the edges of the doorway frame, the bookshelf...most things in the room actually.  I like the way it looks, but people always go on and on about how awful anti-aliasing is.  So I'm wondering what the big deal is with anti-aliasing.  Personally, I do it by hand a lot, but I'm wonding if say when you draw a straight line, do you have the "anti-aliasing" button checked on.  Or do you blend those colors together by hand?

Ah i understand now,

I guess it's a mixture really, depending on what i have to draw. The bath tub was completely by hand, because of the complex shape. I think if you want to get a 'painted' look you have to give the impression the works been scaled down from a larger size (of course presuming you dont actually scale it from a larger size to begin).So i guess the answer is i use both, but its dependant one the area and the object.
#259
Quote from: Anarcho on Thu 03/11/2005 20:28:45
Dan, enough concept art already.  RELEASE THE GAME! 

Just kidding, but seriously, this game still looks great.  I love that bathroom.  One question though, did you do all that anti-aliasing by hand? 

-Logan

lol sorry i cant help it, im a bit of a sucker for it, as you may have gathered :p

Can i ask what you mean by anti aliasing? I know the term, but i'm just not sure what aspect of the work you mean.
#260
Critics' Lounge / Re: Return to MI project art
Thu 03/11/2005 20:24:43
I like the guybrush, the jacket suites well, but id really conider keeping the CMI style of feet, they just suit the style so much better.
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