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Messages - Daniel Thomas

#21
Yea, unfortunately that they started and ended more or less the exact same time. I think we can wrap it up and hope for more participants next round.
Only got one voter, so I'll go with that and declare Myinah winner.

Good work guys, hope to see you next BG blitz round.
Myinah, take it away. :)
#22
Sorry for the delay. Busy busy and it totally slipped my mind last week.

We have two good pieces and as the workshop is going on at the same time I don't suspect there would be any more participants. So let's just vote, I'll close the voting next Monday (I will be away whole week)

Vote on these categories
Concept: Who had the best idea within the topic.
Artistic Execution: Who executed the piece best using the artistic tools such as color, value, composition and design.
Playability: Who made the most practical scene to be used in the game editor and engine. Scaling, clear hotspots.

Code: ags
[b]Concept:[/b]
[b]Artistic Execution:[/b]
[b]Playability:[/b]


Grok


Myinah
#23
Update of thumbnail sketch HERE
#24
QuoteI like your edit Daniel (of my piece), any idea neat idea how to do it without pulling the camera back? I already feel like I want to be closer to the scene, so pulling back further feels so n so.
Not on the top of my head. But I don't see it, it feels very very close, or atleast too close to the bottom of the screen. The character walking past the stand would almost make it go outside screen or create a little weird tanget with is feet almost as it was walking on the bottom. I would leave any those "close to the screen experiences" for leaving and exiting.

So maybe one way would to just move the camera up, then there would be space for the South exit, but you keep the close camera. Similar to what Misj's edit is doing. Although I don't like the foregroud rope cutting straight through that area.It's somewhat odd parallel line that goes straight in the middle of the stairs (and my edit didn't really solve that problem, maybe add some bend on the rope if you really want it)
#25
@Misj, I really like the new lineart, don't have much comment atm, but I would love to see the values be much bolder and clearer than the previous sketch as it was a little all over the place. Be brave and deliberate! :)

Here are the ones I had time to go over.(I realize it's not all of them, it was just a matter of time, nothing else)
A lot of good feedback has already been given, and I might have repeated something already said.
While they're sloppy, I hope I get the idea across.
#26
Update 10th June
I didn't have time to write any step by step. But don't know if there is much to say.

Thanks Misj, I will certainly play around with moving the camera back which looked pretty nice.

I still haven't had time to give feedback, I will try and do so before the weekend.
#27
My first set up thumbnails and process. Not very detailed I'm afraid as I jump all over the place and layers when working, so trying to catch a "step" doesn't feel so natural to me.

This is after gathering a lot of references and inspiration paintings/pictures.




Update 10th June

Took on the "challenge" of having a south Exit. Just to clarify, as Ben, this is a personal taste, I personally hate "invisible" exits at the bottom of the screen, and if used usually force a very high camera angle looking down to make the scaling look good. But enough ranting about that, we all have personal taste and solutions.
I still kept my camera angle I wanted for this when working on the thumbnails.

The last thumbnail has the best south exit, but it's the fact that it's SE exit more than anything, meaning the character isn't walking straight towards the camera and don't need to scale so much.
I so far like the first one as it solved all the practical problems (although the South exit isn't as clear and scale-friendly as the last one).
Not sure about the shape language yet, but figured I would try something different than those sharp triangles. I will probably tweak the South exit going out more to the side and not straight for the camera, although I like that composition flowy line that move the eye in to the picture.

The first thumbnail is more or less a evolution of all the thumbnails I made before. When doing it I had all the problems and solutions made in the previous thumbnails in mind  - this is a great benefit of doing a lot of thumbnails and not being afraid of being messy and be ready to change stuff around. Many times, for me, I have a thumbnail and I try to fix problems that just isn't working. It's better to start all over than trying to polish something that at it's core isn't working. Hooray for thumbnailing, wouldn't want to realize this 10 hours in to a painting.



Update 16th June
Made tweaks from feedback and some of my own.
* Major thing is probably the ships, while I liked the old one I didn't know if it made any sense for the to "back" in to the docks. (How do they leave the docks, wait for the right wind?).
* Pimped the harbor master building.
* I liked the perspective better in the old one (felt more like an narrow lens?), so might re-introduce that.
* A little more water showing


#28
Great to see two pieces this early, good work!
I hope people won't be too busy when the Workshop is running at the same time.
#29
Topic: Ancient leftovers



Create background art for a scene that have something from the past, or even ancient. The topic is up for interpretation. It can be from a ancient civilization from our world, it can be something made up from your own game world (if so, provide a description letting us in on the story). It could be old architecture, statue or just a small object, don't feel restricted.

The voting will begin around 22nd of June.

Have fun and do something awesome, feel free to post your process as you go along.
#30
I would say yes, I think it gives more room for people who can only participate a few days a week.
My main concern was just that refinement stage was too short previously, I would say rendering/painting, for me, is at least 75% of the time spent making a painting.
#31
Thanks guys! I'll have another one up and running in the next couple of days.
#32
What's the difference between rough vs refined sketch? Would it be Thumbnail vs large res sketch? Composition vs colors?

I think 3 days for making a refined piece is too short (depending on the style someone wants to use), I wouldn't mind having week 4 for that too. But then nothing is stopping anyone from finishing it up after the deadline I suppose.
#33
1a. I'd be interested in participating, provided the timing suits me: yes

2a. The best time period for me would be: no particular.
2b. The ideal duration of the activity for me would be: 1month, and weekly steps or something (just assuming it would have similar layout as last time, if not maybe shorter)
2c. On average, provided that the timing suits me, I would probably be able to spend this many hours peer week during it: 2h a day

3a. I feel comfortable with the concept of composition when it comes to paintings (as in giving and receiving critique regarding it): Yes
3b. I feel comfortable with the concept of values when it comes to paintings (as in giving and receiving critique regarding it): Yes
3c. I feel comfortable working with thumbnails when it comes to paintings: Yes
3d. I feel comfortable giving critique in general regarding other's pieces: Yes

4a. I would be interested in providing a tutorial in some area: Not sure if it's really necessary (if providing means create), there are already so many tutorials on the net so don't think I have more to say that hasn't already been said somewhere.
4b. I would be interested in participating/help in some other area: C&C
#34
Concept: Anke I think this was selling the idea best and telling a story the best in a consistent way.
Artistic Execution: Grundislav Best executed. I liked where Sox's was going, but it's hard to say when it's not finished
Playability: Anke This category is always tricky, because you can more or less make anything playable as you are not restricted to classic adventure game view. I liked Anke in the end because of the amount of interactions I can imagine. It was close call again for Sox, but to me it seemed too much of everything and not so much connected to a theme. (my opinion)
#35
Here's my entry

Some Gypsy'ish person living in a wagon'ish object placed at some swamp'ish location
#36
Damn it Joel, that is some awesome news, both publisher and going "living the dream" ! :)
#37
Good podcast as always!
You guys mentioned APT, so let me help out. :)

APT uses it's own custom made engine and editor now. The art isn't the bottle neck though, so we can't blame the resolution :)
#38
Gratz Bt! This is really a great accomplishment! Even though I was only with you for a very brief moment I know you have a great team!
It's on steam right now, so just need some freetime, but looking forward to start playing it :)
#39
Looks great! High production value!
#40
Amos was really cool, the first "insight" in to creating games for me.

Not to mention all the awesome games! :)
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