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Messages - Khris

#12521


The proportions aren't quite right.
I tried to guess where the left wall meets the ground. You can see that even a ceiling at the height of about 12ft would be much further down. (Assuming that the grey line in your pic is the ceiling.)
The table is about 7ft wide. I'd shrink it a bit.

Plus, when you've added details to the pic, it'll look more convincing, because everything back where Emily(?) sits is going to be about 5-6 times as small.

And if you plan on adding e.g. windows to the side walls, make sure that they are just a few pixels wide.

Good luck!
(It's 5:30AM here, so if any of this doesn't make any sense, either blame it on that or the fact that I had to learn english in school... :D)
#12522
Meet GEIO, the evil finnish cell phone.

2x

100x100, 96 cols

Guess what his 1337 hip IRC-nick is ;)
#12523
F9 to F12 saves/loads/restarts/quits.

Stuck at same point as mags_don.
#12524
Critics' Lounge / Re: First Background
Thu 16/06/2005 20:29:30
some more issues:
-what's that white stuff on the tree?
-there's nothing but sky behind the buildings
-no perspective -> everything looks flat
-graffiti between 2nd and 3rd floor?
-what's the green stuff on the house? ivy?
-right house is shaded although front is plain
-shop's window goes all the way to the ground
-no cars, hydrants, signposts, etc.
-tree is too straight
-what up with the roof of the brown building?

I didn't want to sound overly critical, sorry
#12525
Critics' Lounge / Re: For my new game starting
Thu 16/06/2005 18:49:14
It's really great as a stand-alone pic.
However, using bgs like this in an AGS game is a different story.
It's very hard (not to say impossible) to make characters and objects look like they are part of the scene rather than glued onto it, especially with those distinct shadows.
Do you plan on making the chars and objects 3D, too, or are you gonna draw them?
#12526
Critics' Lounge / Re: Help on Sprite
Tue 14/06/2005 19:07:37
Here's my version:

2x


-added face and hair
-changed shoulders and jacket to match stance
-added some foot (his left)
#12527
I think there's one main problem with this wc.
When AGS displays a walking character, the char's moved a specific amount of pixels to the left/right every other frame (Character -> Speed setting).
So the foot touching the ground has to move back that exact number of pixels between frames.
Six frames are ideal for a simple walk cycle. Start with the torso, move it down 1 or 2 pixels in those two frames where the feet are most apart, then add the feet, then draw the pants, connecting them to the torso. Add the arms last. To make things easier, use a new layer for each step.
Hope this helps.
#12528
Critics' Lounge / Re: Squirrel
Sun 12/06/2005 16:04:33
The tail should be as long as the body.
And, it looks like he's about to fall on his ass. Moving the head 1px to the left and the legs 1px to the right would do it.
#12529
Some minor tweaking later:



-added sand, pipes
-reworked "grass"
-partly covered buried things

I'm really lost. The bunker's supposed to be in the middle of the Normandy countryside. It's about 4 years old (built in 1940, now it's June '44), the grass and tree above it are of roughly the same age. I'm not sure whether to paint other trees up there, or just sky, or both.
#12530
Critics' Lounge / Re: Help with creature
Sat 11/06/2005 19:23:48
Very quick and crappy paintover, just to give you some ideas.

2x


-lengthened tail
-altered hindleg(s)
-gave her big wings
-reworked eye

#12531
Critics' Lounge / Re: Rubber tree
Sat 11/06/2005 18:21:24
Yep, Baum is tree. In Germany, they are called "Wunderbaum", that would translate to miracle tree :) I don't know why they are called that, though.
#12532
Critics' Lounge / Re: Rubber tree
Sat 11/06/2005 16:00:45
In german, a rubber tree is called "Gummibaum."

Try this search: http://images.google.de/images?q=gummibaum&hl=de
#12533
Completed Game Announcements / Re: Detention!
Fri 10/06/2005 20:26:03
Spoiler
Pull the wire, and when the guy's distracted, quickly snatch it from the toolbox.
[close]
#12534
Critics' Lounge / Re: street sceene.
Fri 10/06/2005 15:52:31
Quote from: Venus on Fri 10/06/2005 15:32:04As you can see, the lines don't really cross all in the same vp.

Sorry to correct you, but that's not true.
Paste the pic into your favourite gfx prog, then pick the line tool and start at (159:120). You'll see that the vanishing lines are indeed very accurate.
Most of the lines are too short to be lenghtened correctly.
#12535
Critics' Lounge / Re: New Background
Fri 10/06/2005 15:46:29
A rushed paintover:



I tried to fix the lighting and added barb wire.
The ground looks like a platform game's sideview, so I didn't shade/change it.

The lighting was quite reversed, with the sun being darker than the sky and the lantern's light even darker.
About the lantern: The way you drew it, it doesn't cast that cone-shaped light. Also the light casted by a lightsource is only visible when reflected to the eye. Think of a car's headlights, the cones only appear when it's raining or snowing or there's quite an amount of smoke or dust in the air.
#12536
Critics' Lounge / Re: street sceene.
Fri 10/06/2005 15:18:48
Shouldn't the door's hinges be on the right side? Otherwise the additional openable thingy doesn't make much sense...
#12537
Critics' Lounge / Re: Practice Background
Wed 08/06/2005 10:58:51
The background is really good, so my critique's quite nit-picky. Sorry :)

-the mountain behind the tree looks like it was split in two and put back together at different heights.
-the proportions of the tree are a bit wrong, e.g. the lowest branch is almost as thick as the stem.
-the sky suggests a sunset/rise, but the shadows aren't long enough.
-the sky's gradient shouldn't follow the shape of the ground like that
#12538
Improved version:


-fixed lighting
-rearranged buried objects
#12539
Critics' Lounge / Room: inside bunker, C+C!
Wed 08/06/2005 00:17:50
I'm not sure whether I'll use this in the actual game. It was merely made for trying out different things, like mixing anti-aliased and non-aaed graphics and a different approach to shading (compared to some of my older works).

It was inspired a little by 2ma2's War Stars backgrounds, the style and look of those are amazing, especially the engineering room's.

2x


I'm not to happy about how the light ovals around the lamps turned out, they sort of clash with the rest of the pic.
The buried objects should be covered partly by earth, like the tree roots, but I haven't even tried to do that.
Speaking of the tree: itself, the grass and the sky look to plain, any suggestions?

C+C as well as paintovers appreciated!
#12540
Critics' Lounge / Re: FoA sequal game scene
Tue 07/06/2005 18:45:03
Quote from: taffytom on Mon 06/06/2005 21:03:35BUT SERIOUSLY I really need someone (that includes YOU Rich) to help texture where the shadows are!
Why don't you just use the standard texture for normal, lighter and darker areas, then put layers with black/white areas on top, set to around 30% opacity?
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