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Messages - Fred Five

#21
A new background blitz anytime soon? (laugh)
#22
Congratulations Frikker - good job (nod)
#23
My votes;
Concept - Mandle
Artistic execution - Frikker
Playability - Grok
#24
Critics' Lounge / Re: Indy sprite
Sun 17/04/2016 18:31:58

Did a quick paint-over of the hat. Do not like either hat 1 nor 2.

/Fred
#25
[imgzoom]http://i65.tinypic.com/35nd5e0.png[/imgzoom]

My contribution to this Background Blitz. I imagined some kinda scientist having mutated creatures growing in tanks filled with radioactive water. Could be water tapped from Dr. Freds pool.
Anyways, hope you like it. I have a small "making of" video, since I did this piece on iPad with ProCreate. So if anyone would be interested, I could upload it to YouTube :)
#27
Cool! I'll give it a shot :)
#28
VLC Screen Capture

Fraps

Don't know if either of the above has the ability to export actual frames, but this can be done in After Effects.

#29
Critics' Lounge / Re: One song per room?
Wed 25/11/2015 08:06:07
Great read Cat. Thanks for sharing :smiley:
#30
I agree with Armageddon. Make it a bit simpler -otherwise it looks great :)
#31
@Monsieur OUXX

Thanks a lot for your comments, all of them making sense. I will keep it in mind and try to fix the images :)
#32
Quote from: selmiak on Sat 06/12/2014 08:35:18
Quote from: Fred Five on Sat 06/12/2014 08:14:14
-SO to address the wicked pixels, it is my signature from the high res version which did not survive the downscaling ;)

-Fred   

No way this reads Fred! 8-0

Not supposed to be read. I just forgot to remove it when I downscaled, and of course a signature is not supposed to be in background for a room.
Take a look at the original :)
#33
Quote from: Giraffadon on Fri 05/12/2014 20:45:25
Love your art! :)

If there is anything I'd change...
It's going to be a pain to animate; did you keep the highlights as a separate layer
or are they flat?

Thanks a lot!

Well as they are only concepts, my intentions are not to use the actual images, but rather have them as inspiration for the images to come :)
But yes, I keep the different elements on separate layers in Photoshop.

Quote from: selmiak on Fri 05/12/2014 21:51:06
these look really great!

some C&C:
1st:
just great, nothing to critique

2nd:
a bit low on contrast. I mean the mountains in the background are a too bright and greyish.

3rd:
also great but there are some wicked stray pixels in the bottom left. Maybe make the white of the waves get a bit darker or more to the color of the sand towards the background.

Thanks so much for your critique!

1st. This is quite a bit newer than the rest. So no C&C must mean I'm getting better ;)
2nd. Yup, you're right. If I was going to use this image as an actual room, I believe I would remove the large (/WAY to huge) background cliff.
3rd. The wicked stray pixels has an explanation attached to it ;) When LucasFilm Games did their background art for MI2 (cirrect me if I'm wrong), I believe they where actually handdrawn and scanned into the game. The low resolution of the era off course creating a pixelated image.
I use a digitized workflow to create the images. I create them high res approx. 3200x2000 px (as LucasFilm did) and res the down using an image interpolation technique.
-SO to address the wicked pixels, it is my signature from the high res version which did not survive the downscaling ;)

-Fred   
#34
Thanks a lot Mandle, and thank you for your kind mail!
Quote from: Mandle on Thu 04/12/2014 02:34:43
One question: are you planning on a first-person or third-person view for the game?
I'm definately going for the classic 3rd person POV for this game, as I feel 1st person POV is much more suited for creating a 3D game in Unity, the Unreal engine etc. (And in my opinion rather over-used and getting "old")

As of now I'm doing the research and related works part, alongside some different concept art just to get started. Writing up some story parts and doing alot of Puzzle Dependency ChartsTM.
I like to think of the game as a combination of:

-Monkey Island 1/2 (graphics, humour?)

-Lost In Blue(gameplay)

-Thimbleweed Park(parallaxing, HQ music and SFX, textures)


Also learning scripting (taking some programming courses at college to get into the C language), as this will be crucial to get the game I envision up and running.


-Fred  :)
#35
Thanks a lot for the quick response Gurok! Good to know before actually creating the different frames of animation.
#36
Hi!

I've been working on some different concepts for a castaway/wilderness survival* adventure taking place on the island where everyone seems to strand when shipwrecked.

The game will heavily focus on lonesomeness and the need for sustainability -water, fire, shelter etc. But all of it taking place in glorious retro graphics and in the classic point'n'click style we all love**

Comments and critique from both an art point of view, as well from a programmers point of view are most welcome!

(verbs are work in progress, so the verbs shown are templates stolen from Monkey Island 2)

*Zombies and/or undead living things not guaranteed
**Love perception may vary from one individual to another









#37
Hi!

I'm currently working on some backgrounds for an adventure/castaway/survial game. One thing I really want to have implemented in the game is the island as a character.
The island needs to be "alive" -birds, smoke from fires, palmtree leaves waving in the wind etc.
But above all, as the setting is a tropical island, the shoreline with the waves from the ocean is crucial for the imersive feeling.

So the question is, I want to have an animated ocean. It does not need to be large stormy breaking waves, but the ocean needs to more than static. Maybe just gentle waves in a loop. I'm not looking for the animating backgrounds as I'll need more than 5 frames of animation.

Any help would be much appreciated! Been looking through the forums for quite some time, and came across the object.animate function -would this be a good way to implement a shoreline (and the birds, smoke etc.)?

Attached is an image of a basic concept for the island I've been working on, just to give a visual idea of what I'm trying to achieve. (verbs are just templates from MI2, as I haven't worked on that part yet)


-Fred
#38
Thanks Snarky!

Okay, I'll work a bit more on that left rock, and minimize the haze a bit.

Resolution wise, I am running at 320x200. I've just taken a screenshot of the fullscreen image in photoshop, and cropped it. It's currently running in AGS now where I'm adding hotspots and so forth :)

Okay, I'll upload PNG next time around, and saving the GIFs for animation. I'll try to get those vultures animated flying in a circle. Just need to figure out how ;)
#39
Thanks for the reply, and sorry for not have searched the forum extensively enough.
#40
Hi guys,

I'm new here and started working on my first room which you can see below. Just got my background art finished, and have now started work on the different hotspots in the room.

Question: How do I make the description for etc. mountain, trailer, skull, rock and so on, show above the cursor? (as shown in below image, red circle just to point it out)
Been searching the forums, but either didn't find what I was looking for, or to retarded to understand the scripting.

Thanks in advance!

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