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Messages - Ethan D

#181
I previously posted here for a character artist/ animator.  I'm now looking for a background artist as well however the games resolution will now be in a 320x240 resolution.  The size of the characters would be a bit larger than those from A Night to Remember.  Obviously the backgrounds need to be done in a similar style but with more detail.
#182
Quote from: Snake on Thu 06/08/2009 18:46:37

Ahh, be careful. You do not NEED 640x400 for ANY of what you described. Going to a higher resolution will actually make it harder to fill in with details - unless you plan on drawing high-detailed backgrounds on paper and then scanning them into the computer (ie; not using PaintBrush).
It will be what you decide, but I urge you, if you plan on making the backgrounds like you did for ANTR, stick with 320x200.

This is only my opinion, but I would prefer 320x200(240) over 640x400(480) any day anyway.

Sorry to get off topic.

At first I disagreed but I recently bought Blackwell Legacy and the graphics were awesome even though they were at 320x240 so I checked the differences between my graphics and their graphics and I found that Blackwell legacies characters were literally about twice the size of mine which is why I couldn't fit details in. So I have decided to switch to 320x240 and make the characters larger, and of course the rooms will be adjusted accordingly.
#183
First adventure game I have bought online but it was worth it. Great game.
#184
Wow, that was a nice catch on the stair thing. I somehow missed that every single time I went through I think I usually used the stairs on the right.  I think I fixed the problem with the stairs.  I'm not entirely sure what was wrong with the stairs but the walkable area seemed a little bit constricted so that may have caused a problem, I just made it a bit wider.  I had accidentally left out one line of code for the other problem so that's fixed now.

Thanks!

BTW: I'm trying to figure out if I should classify this as a horror game or as an investigative maybe even as a drama......  I think horror but I'm not sure.  Thanks in advance for the input.
#185
Critics' Lounge / Re: Coffee shop
Thu 06/08/2009 01:53:48
thanks for the help, I understand how to fix it.
#186
Critics' Lounge / Re: Coffee shop
Thu 06/08/2009 01:16:38
I'm sorry I'm very new to this could you explain how to fix the perspective?
#187
Critics' Lounge / Re: Coffee shop
Wed 05/08/2009 20:37:48
That took me a lot longer than I expected.  I slightly increased the lightness of the tables and chairs and left the floor the same since now it looks fine with the surrounding area.  All the other things I added are pretty easy to see.  Let me know what you think.


#188
Critics' Lounge / Re: Coffee shop
Wed 05/08/2009 14:58:43
I see what all of you are saying. BTW that is an espresso machine on the counter that's what they look like from behind, at least the ones at the starbucks near my house do.  In any case, I'll start editing this now.
#189
Critics' Lounge / Coffee shop
Wed 05/08/2009 03:58:50
If you can't tell this is a coffee shop.  I have not yet done lighting for this room yet mainly because i can't figure out how to give a very soft lighting and I'm getting tired.  Also I couldn't figure out what colors to use for it's wall or for it's floor (I actually spent about an hour trying to figure out proper colors but that seems to be my weakness) and I ended up going with what i have here... The only problem is that I don't feel like it has a feel of a coffee shop.  It also feels a little bit bare but I'm not sure what I can add.  In fact the only thing I am really satisfied with in this whole room is the table and chairs in the middle...  If there are any suggestions they would be greatly appreciated.

#190
Quote from: Mr Matti on Mon 03/08/2009 19:53:50
You can make two background pictures and use SetBackgroundFrame to switch between the bright and the dark image.

The problem with that method is if it's a room there are probably objects in it which won't change with the background so the object will remain the color of the light being on, so you would need to make multiple objects of different brightnesses in order to create the effect.  Also it makes it much harder to animate anything in the background.

With the GUI its just a few simple codes, and no extra backgrounds to make.  The only disadvantage to the GUI method is that the dimming of the room will be constant.  If you want to have the room fade to darkness on the edges you should use SetBackgroundFrame.
#191
I would recommend using a GUI that is the size of the screen, set the background color of the GUI to black or dark gray.  

Then have a script for when the light it on the GUI's transparency to 100%

If the light is off set the GUI's transparency to a high percentage.  This will make the whole room darker.
#192
Critics' Lounge / Re: Upgrading my sprites
Mon 03/08/2009 16:33:26
Alright, I have the back view now, The only problem I'm seeing is that Nathan now looks fat.  I tried making him a little thinner but it made his arms look very rigid.  Any ideas on how to improve it? 



#193
Quote from: Snake on Sun 02/08/2009 18:57:17
Indeed. Any info yet?

I'm going to hold back on giving out any information on the story until I am ready to post in the Games in Production section, but I can say that the new game will

-Be done in 640x400. (Mainly so I can make it easier to differentiate between the  characters and to add more details and objects to the rooms.)
-Have smaller rooms (None like the main room in A Night to remember)
-Give more information about Nathan.
-Have a more complex story.
-Will be about 3x longer than "A Night to Remember." (This doesn't mean it will take 3x longer to make )
-Will take into account all criticisms and feedback that I have gotten so far and all of he criticism I will get.

The production of this game is going much more smoothly than that of the last one, I will be posting in the Games in production section as soon as possible.  However, I will probably not do so for at least a month or two.
#194
Critics' Lounge / Re: Upgrading my sprites
Thu 30/07/2009 22:17:23
Thanks!
#195
Critics' Lounge / Re: Upgrading my sprites
Thu 30/07/2009 20:01:47
For some reason when I copy it into paint it comes up with black all around it which makes it difficult to find the right lines you used.
#196
Critics' Lounge / Re: Upgrading my sprites
Thu 30/07/2009 02:22:41
I definitely like what you did with Nathan, but he looks a little bit too relaxed and serious.... if that makes sense (his face is serious and his posture looks relaxed.  But the hands, feet and belt were much better than my design so here is what I have now.


I'm trying to give him a sort of a business man look but not too much. I think this should work.  Thanks for the help.

Although, I'll probably keep on modifying him.
#197
Thanks to everyone who has given me feedback.  It has already helped greatly for the development of the sequel.

#198
Alright, I think that I've got it figured out.
#199
The first one sounds like it could work although I'm not sure how I would do it.  To be more clear though.  The main character walks in looks out the window, then snaps his fingers and the lights are off.  The lighting is coming from a single lamp so it is very apparent when it is on or off, and when the light is off I have the blueish tint of it being nighttime.  So I really need to have the first background be the only one showing for a while then have it cycle between the other three.  I'll see if I can figure it out.
#200
Is there a way to turn on and off backgrounds within a room. I have one with a light on and windows darkened and then 3 with the light off and the stars sparkling.  Is there a way to have the light one going and then turn it off and turn on the other three?
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