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Messages - EdLoen

#101
Nice Time-kill game =D!

Hehe, I even started drawing things Etch-A-Sketch style, and even moving through the rooms in the longest path I can think of without crossing or edging my trails XD

ah the possibilities...

Look I made a smoking gun!

but I digress. Great game! and give us ADD'ers stuff to randomly do XD
#102
To update (and since this fell a page)

I have a new character to show off.  I know Profile view probably isnt the best pose angle to get critiqued on.  Mostly on the dress.  I donno. for a Muse the dress doesnt seem whimsical enough.



(also you get kudos if you guess the reference....which, incedentally, is also the project name.  There is of course no relation. Just a reference)

But going back for a moment, any critique or color options on the accual sprite of the previous character is appreciative.
#103
Critics' Lounge / Re: Character Costume
Sun 16/09/2007 06:47:02
No, not as far as I had planned anyway.  Although--because of the title--I have planed a Muse character in reference to a cheesey 80's musical.
--------------
[edit]

Here's a possible outfit.


The crosshatching on his arm and stuff is NOT fisnetting. It's just my way of cheaply shading an area.  I havnt quite decided If i'm gonna make it chain mail or not. might make it *too* authurian.

And if I were to sprite it as is(and not make the cross-hatched area chainmail):

x1x2

Donno. not 100% sold on the color scheme.

#104
Critics' Lounge / Re: Character Costume
Sun 16/09/2007 06:32:36
Yeah, Just a concept.  As for help, not at this time there's still a TON of preproduction before I even think about laying even one pixel down....well this character being an exception, cause I'd want to show a finished product.
#105
Critics' Lounge / Re: Character Costume
Sun 16/09/2007 06:04:09
Thanks for the feedback Fouri.  I was thinking of shouldercaps but couldn't get them looking right meself.

-Ben.  It's not really a steampunk setting.. kinda more steam-arthurian.
#106
With the conclusion of my "practice game" nearing, I decided to toy with A few ideas for a next project.  Still not 100% decided, But I am leaning on this project that this character is in.  Only thing is that I have no real idea as far as a costume to put him in.

The setting is semi-medieval.  Kinda like middle-ages and some early pre-industrial, steam era, age technologies amalgamated into everything.

As far as the character goes, I originally had an police-esque uniform with sparing plate armor in places, but didnt quite like the way that look, so I took it down to just what's seen (minus feet.  Couldnt get em to look right)

any input/suggestions(other then the lopsidedness) would be welcomed so I could get a better lock on what would work with the character.  You can do paintovers if you want.  But that may "poision" the inegrity of coming up with something.  But if you want to, I won't stop ya.


-Features I like to keep would be the Brutish skull, shaved head, and the tattoo.

-If you want any inkling to his character, when the protagonists first interact with him, He tells a subordinant to take their dog, "...Out in the middle of the field and dispose of it for all I care"

-last thing, He's not an antagonist.  Just an Ass.
#107
It's everybody's favorite Mogwai: Gizmo from Gremlins

X1x2
#108
Critics' Lounge / Re: Imperial Flag
Tue 11/09/2007 20:09:54
Quote from: vict0r on Mon 10/09/2007 18:08:18
Remove the blur on the "sunrays" or make the sharp parts blurry. It looks really inconsistent now, IMO..

If my guess to how he made the new design is right, then the Rotating will Always blur. 

cR - To save yourself time in painting over your triangles, would be--if you're using Photoshop--open the .psd in Illustrator.  Vector never blurs.  I hope you have each element on it's own layer(if you did use photoshop).  Just trace over one triangle in Illustrator (on it's own layer of course) and then you can do the copy/paste/rotate without the blurring.

If you dont have illustrator, the only way to crisp them would be to manually trace over each one on a new layer and then just erase the blurred ones.
#109
Here is Verne:

1x2x

Borderline-psyco Med. Student with horrid posture.


14 colors + transperency
#110
Hints & Tips / Re: Charlie Foxtrot
Tue 24/07/2007 16:29:51
Quote from: Nlogax on Tue 24/07/2007 13:44:07
EdLoen

Spoiler
I think you need the wooden coin that Pinocchio is trying to pass off in the bar
[close]

Yeah, I happened to just stuble on that a few minutes ago before checking back here.  I'm not sure what exactly triggered it cause I'm sure I exhusted his conversation more then once.  Oh well, I have it now.  Thank you ^__^.
#111
Hints & Tips / Re: Charlie Foxtrot
Tue 24/07/2007 05:23:09
Ok, I must be either stuck-on-stupid, or i've just missed something. 

Spoiler

I know I need the double-headed coin from the Junk Shop to get the Lightsaber from Darth Maul; however, When I try both of the coins with the junk monster (one with a duck on it, the other with a snake), neither of them are a proper trade.  Is there a third coin somewhere? Or do I have to tamper with the coins somehow that I haven't thought of yet?

[close]
#112
Quote from: Bavolis on Fri 22/06/2007 17:18:50
Nope - the glitch is more that the room is there at all. O'Sirus won't be bound to his prisoner transport pole when he's in that area either, so he'll have a regular walking animation.

Ah.  Okie dokie then
#113
is it a glitch that I appear on the second screen still chained and unable to move or interact with anything but myself?
#114
If it's too obcscene, I'll withdraw my entry--with puns aside, It wouldnt win anything anyway. 



easiest box edit ever >__>
#115
Alright, it's done.  Where as the original mock-up may not be too much like DOTT(with the exceptions of exaggerations), I tried to pixel it in the style.  A couple double pixels, Very minimal shading, and whatever shading there is, it's the same color as the outline.

8 Colors, plus transperency



x2


.....About her boobs.... I think she borrowed one of Madonna's bras from the 80's...
[self-depravation]I completely jumbled the hair bun.  And I'm not pleased at all with the hands, nor the pistol.[/self-depravation]
#116
Ok. Not sure how Post apocalyptic this may be.  I think I squewed my own plan somewhere along the line.  It just looks like a blood-splattered soldier really. I know I messed up on the flak jacket.  But I shouldn't condecend my own entry, lol.


26 Colors including white, plus transparency.


X4 Zoom.
#117
I had an idea for this So I'm tossing my hat in.

Although I went with unconventional fiction...



Not that in the relm of Star trek that they havn't gone to a dinosaur planet..... where the dinosaurs are 10 times bigger then the ship.....  It's funny to me damnit >__> ...  XD

Lets just say <3 Clone stamp.

and the original images:
http://www.karencarr.com/Images/Gallery/2004_detail_Big_Bend_T_Rex.jpg
http://ourworld.compuserve.com/homepages/Wuensch/enter3.jpg
#118
Combat in an adventure game all depends on the type of game it is.  Also you have to think that is it really nessassary to be fighting?  I mean Woodruff wouldn't just pick up and start fighting people, now would he?

With games like Fate of Atlantis, combat served as an alternitive route though the game as well as to mix things up.  to think of it I believe the only person I ever fought was the bouncer at the beginning of the game.

And look at Star Trek: TNG A Final Unity.  You had ship-to-ship combat (albeit i felt it was a bit clunky in design) and whether you got into a fight or not depended on how diplomatic you were in the preceeding conversation(although some were unavoidible).  As well as Winning, not figting, and losing(some of the fights, not all) changed how other sequences later in the game played out.

So really it all depends on the type of story you're telling, and if it really fits or not.  In a game where you have to collect things around the neighborhood, would you really put a random combat sequence in with your neighbor's dog when a simple steak, or other meat product, suffice?
#119
Breeze Elemental; 8 colors including white.



x4
#120
AGS Games in Production / Re: Operation "G"
Thu 24/05/2007 16:53:53

The backgrounds are slightly blurry in the screens because it did a low-quality JPG to save them as for space.  They're pretty clearer--for the most part--in game.  The only exception would be the first screen which was the only room I did in MSPaint before I got my photoshop back up-and-running.

As for the Voice Acting, No.  There's actually very few AGS games that use voices.  There will; however, be music, just currently not in the first beta.  When the first beta's released, I'll put in a word out for a handful of testers and someone who can whip up a couple Midis, or something.

As for the chicken, you'll just have to wait and see XP.
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