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Show posts MenuQuote from: Harg on Thu 21/10/2010 14:53:52Unless you already have a fulltime job your satisfied with, and which pays more, which seems to be the case here.
CJ: "So, over the last year or so it has been becoming increasingly clear that I no longer have the time to maintain and improve AGS"
The time is the problem... and when the time is a problem.. it's a real problem. In some cases the time problem can be solved with "giong commercial"...
Quote from: MrColossal on Mon 18/10/2010 20:26:17Tell me, has this happened with any of the other open source game engines? Wintermute? Sludge? Just curious, seems so simple to do, they way you put it..
One teeny tiny point. I can tear open AAA multi-million dollar games and access their player models, sound effects, textures and everything. Trying to continue to protect the art and scripting that people made for their AGS games might not be something that needs to be a priority anymore? [or in the past?]
Quote from: Scummbuddy on Fri 07/05/2004 15:17:02Nice idea. Maybe I'll work on that, as an alternative. Or maybe combine the "monkey painting" part with my original concept:/ Hmm..
when i thought of primate designs, i thought of a shilloute of a monkey sitting on a stool painting on an easel as a whole profile shot, which would be next to your text.
i completly got a monkey vibe from the first pic. but any logo artist knows, it must still work as one color. like all black.
QuoteI'm not sure why, but the ape does look a bit too human, the expression I mean. If you want it to look wilder then maybe this shiuld be changed. Then again, it's got a cartoony feel you may be going for .This is one of the problems I have, and it's probably because I started out without any reference(the first rendition looked like Mickey Mouse, actually;)
QuoteI think the teeth are flat on purpose, so that there can be text there. I like it . Perhaps you could define the lips a bit more?I actually did think about doing that:) We'll see..
Quote from: Haddas on Fri 07/05/2004 13:03:32That was on my todo-list, yes. I just needed a good "smile"-picture.. which you incidentally just provided;) Thanx!
Make the teeth more detailed. I don't really get the monkey feeling
QuoteBeautiful. But how big will be the characters for this game?It'll have to work, though, cause this is the style I'm going for:/ As for BG2 - "The locker room", that one might end up trashed in favor of a new one. It was the first background I made, and I guess it shows:/ It's not exactly consistent with the other ones. The character I'm working on will be 192 pixels high. So, yeah, pretty big..
Like, on BG-s 2 and 4, perpective forces you to scale your character ALOT and lottsa scaling isn't the best option to make a nice game, IMO...Ã,Â
Try to make walkable areas for named BG-s and try it yourself - you'll understand what I mean.Ã,Â
Quotein bg 2, shouldent the vertical lines be straight?Not necessarily. It might actually make it look too clean.
QuoteSo, when will we see some changes? Like colour n stuff?To tell you the truth, coloring really isn't my forte. I'll probably do as much of the lineart as possible(18 "rooms" planned right now), and then make an attempt at coloring(which will undoubtedly suck).Ã,Â
QuoteDude, I love the thick lines! I just think you could use them more consistently. For example, in the Hallway image the doorway is thickly outlined, whereas the doorway in the Locker Room image isn't.Heh, I was almost prepared to redo the lines. Ok. I'll fix the lockerrom. I'm just curious what you think about the lines in the coffeeshop? I didn't want to go either way, and I think it locks pretty ok the way it is. Obviously, using thicker lines on the seats in the far corner is going to make it look more cluttered IMO.
That's all, really.
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