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Messages - EchosofNezhyt

#21
Yeah I saw that a bit ago.(I do agree with ya.)
His target audience is the people who bought atomic bomber. (Which was in the top 10 in android at one point, 4.6 star review with thousands of reviews.)
So he prolly just chose something high in case alot of people who liked the first one want this game. He has put a ton of work into it specifically coding his own engine and
I know the land/building deformation and water simulation took awhile to do. But I'd guess that some of money from this would be put to new games using the engine he made and stuff.
But yeah. I'll tell him you said goodluck.

Edit: Yeah he said he shouldn't have set it that high but you can't change it.
#22
A friend of mine made a kickstarter for his android game.
Is a 3D recreation of his popular Atomic Bomber game with some new features added in.
Its a angled on rails shooter with land deformation and water physics.
Anywho if your into that or android games or whatever check it out.
http://www.kickstarter.com/projects/291369653/gunship

#23
Quote from: Crimson Wizard on Mon 10/06/2013 18:11:45
Yes, monkey_05_06, today my Google Chrome just hanged completely when you posted in that religion/whatnot thread with a new Gif on your avatar. :(

Stay off 4 chan. :3
#24
My frito fetish has BEEN RECORDED DEAR GOD!
#25
Damn Misj your a really good cartoonist.

Edit: I really wanna get something done but I've been super stressed lately and kinda meh feeling. Grr.
#27
I've been a bit stressed this week. But I really like Minotaur... Hair is a #@&!* to draw though (At least for me.)

But it should be a good learning experience. I'll think about a pose and work on a sketch right now.


Edit: Or maybe not... HMMMMMMM!
#28
Well some zooming but I don't really wanna draw them in native resolution would be normal art at that point.
I was adding shading so it looked less flat/realistic not for making it stand out but it does look better.
I think I might tweak it still haven't got around to it yet.
I personally like pixel art scaled up as long as its not like pacman res. /Shrug
#29
Funny but I kinda feel bad cause thats a pretty douche thing.
#30
cool cool
I don't think I've ever organized a drawing before I did it... I a bit lost hmm I'll look around for something cool.
#31
Critics' Lounge / Re: Let's Draw an Ogre!
Sun 05/05/2013 02:48:50
Quote from: miguel on Sun 05/05/2013 00:54:08
Quote from: Andail on Sat 04/05/2013 14:23:26
Miguel, couldn't agree more, with basically everything in your post.
Maybe we should make it a workshop activity, where everyone paints their own monster head, from scratch? Any takers?

I'll help, sure. I think it's a good idea.


Well your game im game... Lets get this setup!


oh and btw your orc pictures is beautifully ugly lol
#32
Quote from: Shane 'ProgZmax' Stevens on Sat 04/05/2013 17:07:28
I think it looks pretty cool, but in terms of readability you need to bear in mind that the smaller the image the more careful you have to be with definition.
I made a quick edit to show you what I mean.

1.  Adjusted colors slightly to make certain colors pop better and be reusable.  Depending on whether or not the game takes place entirely in space or on darker backgrounds you might need to go back and add darker aliasing around the gun and helmet/backpack to prevent blending.
2.  Made the shape of the figure and weapon more distinctive and easier to distinguish.
3.  Added some minor details (a black harness and patch on the leg) to break up the colors and make it easier to read.
4.  Increased the height by one pixel to give the legs a bit more length.  This will help when animating especially.

[imgzoom]http://i485.photobucket.com/albums/rr218/ProgZmax/spaceman_zps6b310e3c.gif[/imgzoom]

Hopefully this will help.  Just bear in mind that detail is wasted if the sprite is too small or the parts are not defined well enough.

Wow that is amazing makes mine look bad. I dont really use aa though is that a problem?

You don't mind if I use it right? I may change something up.

Btw this sprite is going to be scaled up. Its for a android game. I think I went to simple with the design and thats why yours really pops when its smaller.

I do like the somewhat simplicity of mine scaled thoo hmm..
#33
Critics' Lounge / Re: Let's Draw an Ogre!
Sat 04/05/2013 23:50:24
QuoteAgain, this really comes down to personal interpretation or vision of what an ogre does or should look like.  I agree that the upper lip area could stand to protrude more but as for the teeth it's just silly to presume how many/few a fantastical creature should have.  The angle I chose certainly wasn't ideal to maximise depth but I don't quite agree that it looks like a mask, either.

Not to be this guy but sure it is made up but as far as the shading goes he would have a really non humanoid facial shape if his lips were shaded like that unless I'm wrong like I said Im still a painting noob. :P
It doesn't look like a mask to me but certain areas look flat and a few areas shading look a bit weird to me, I really like alot of things about it but you wanted comments on improvements. (It feels wierd giving you cc when I look at your pixel art and go wow thats awesome and get jelly.)

QuoteWhat sort of problems do you foresee happening as a result of doing things this way?

When I do this which I have a bad habit of it makes it all look flat and that each peice is a different part and the whole peice doesnt flow.
or at least from my xp.

QuoteMaybe we should make it a workshop activity, where everyone paints their own monster head, from scratch? Any takers?

I'm game... or what if someone makes a nice line art and we all color it and post it?
#34
Just gotta set it up for pixel art and learn some of the tricks and your golden.
#35
Critics' Lounge / Re: Let's Draw an Ogre!
Sat 04/05/2013 11:05:00
Ok So I spent a few mins...


I dont really consider myself a painter but I think adding a bit more shading on the lower have kinda makes the mouth look better.
I kinda messed it up and I might be wrong but I think it the shading I added gives the face form? or whatever.

Also I changed the lip colors imo it was to bright and didn't look natural in your latest edit.




Ok messed with it again.

So I changed the lips (This came out bad).
I changed a tusk to give it a bit less flat shading.(left one came out decent imo but right looks flat and they look 2 smooth)
Changed the shape of the tusk so they are pushing on his lips.
Changed up nose and face shape trying to give it a more meaty look and darked eye nose area.
and maybe a few other things idk...




And to my other comment drawing at crazy resolution of 8000+? Doesn't make any sense to me at least not for paintings.

Idk about you guys but with a giant resolution the brushes dont blend well (Maybe do to my not as good quality tablet?) and photoshop seems to get alot laggier. (I got a 3.7ghz quadcore and 12 gigs of ram with gpu stuff enabled.) 

I've used 2k/3k maybe but any larger seems like over kill. /shrug


#36
Critics' Lounge / Re: Let's Draw an Ogre!
Sat 04/05/2013 10:45:22
It looks good but I think the whole form of it is kinda flat.
The mouth to cheeks to chin all have a very flat form compared to the rest.
Lip color is way to colorful looks like lipstick I'd go with a purple like before.
I think if you redo the nostrils ad some more geometry/shading to the lips cheeks that it will look great.

Hey btw can you give me some cc on my spaceman thread :P
#37
Critics' Lounge / Re: Let's Draw an Ogre!
Sat 04/05/2013 04:56:58
Am I the only one that thinks working a super high resolution isnt as good? Like 2000+?
#38
Well all the colors are what a real space suit is like.
Not really worried about the animation because they were quick stuff and just to get something going.
Hes on a planet not in space I prolly should been more specific.(A red one to be exact, I'm also trying to stick with only a few colors.)
Can you explain the color thing more?
I linked the reference picture in a above post.
I thought the colors were decent and I try to not just use value changes, the reflection thing make sense but I made prolly 20 versions and it ended up looking the best that way.
I will try the suggestions. (sorry if I sound like I'm defending my work lol.)
#39



SNAKKKKKKKKKKKKKKEE SNAKKKKKKKKKKKKKKKKKKKKKKKEE!
#40
Critics' Lounge / Re: My first pixel art
Fri 03/05/2013 01:32:29
Finish it so I can use it as a wall paper!
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