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Messages - Kweepa

#3041
Yeah, I like it a lot.
I still think it needs more contrast though, with a sky that blue.
I'm prepared to admit I overdid it a bit :)

PS it's "medieval", not "medievil".
#3042
I filled the dark brown with a darker, more saturated colour, then whacked up contrast 40% and brightness 10% or so:



Then, for kicks, I (very roughly) added some shadows:



I'm not sure the shadows help :(

Steve
#3043
Thanks OSC.
I'll experiment with some motion blur - could be quite amusing.

Creep,
The idea here is that the guy is staring at the main character as he does this - kind of pissed off, then blowing smoke in her face.
Here's a link to the GiP thread:
http://www.agsforums.com/yabb/index.php?board=8;action=display;threadid=12835
#3044
They probably decided they'd sunk enough money into it.
#3045
Farlander, exactly.
I love what you can do with that shading, but no doubt it takes hours for each frame.
I'll add another frame for the arm. [EDIT - done.]

Darth, added the glow. Maybe I overdid it though.
#3046
Thanks Darth. Yup, it's for the Mayan game.

The bow tie! Doh! Don't quite know how I missed that.

As for the lack of shading, that was a decision I made to try and get the game finished. Maybe when I've got a beta together I'll change my mind.
#3047
Thought I'd combine character and animation into one for this.
I've included the, I think, dodgiest frame for crits. I hate that left arm.





Damnit, the animation doesn't repeat!
#3048
Indeed, good luck!
What's the job?
#3049
I prefer the first one - the little pause on the shoulders works better for me with the quite rigid arms.
It looks quite stiff though - he could really do with a pixel of head bob, or some sub sampled jiggery pokery.
In such a small fluid sprite, any stationary pixels really jump out.

To demonstrate it at the interview, have him walk forward against a background - that should hide any remaining problems...

And floppy hands - he needs floppy hands :)
#3050
It's got jpg artifacts.
#3051
You must be glad now you didn't finish that game.
How embarrassing!
#3052
Critics' Lounge / Re:Wheelchair Character
Sun 11/04/2004 23:10:02
You could add a patch to the tyre, or maybe some dirt or dots that would indicate the maker's name.
#3053
Critics' Lounge / Re:need masive help on char
Sun 11/04/2004 16:34:00
The short round hat reminds me of Watson.
The tall square hat reminds me of Holmes.
That was my thinking anyway.
#3054
Critics' Lounge / Re:need masive help on char
Sun 11/04/2004 16:27:07
Good choices, I think...
I like the creased trousers.
I'd darken them to RGB = (99,84,79) with the crease at (70, 60, 60).
And lighten the lines separating his arms from his body.
#3055
Critics' Lounge / Re:need masive help on char
Sun 11/04/2004 14:46:41
Here's a quick paintover.
I kept it in style.



Gave him a top hat - nobody went out without a hat in Victorian times.
Gave him muttonchops.
Shortened his neck.
Took hands out of pockets and lengthened his coat tails.
Added some detail to the jacket.

Cheers,
Steve
#3056
General Discussion / Re:Happy Easter?
Sun 11/04/2004 12:01:58
Nice poem. The PQ reference was a bit incongruous though.
At least he didn't take anyone with him...

The apartment building I lived in in Austin was on a corner going down a hill, with a 35 speed limit sign. People often did at least 50. In the less than two years I was there I twice saw a car turned over on the side of the road, and the third time someone had ploughed through the fence and through the corner of the ground floor apartment (I was out working at the time, so I didn't see/feel it). After that they built a concrete wall inside the fence to fend off the cars.
#3057
Pixel perfect detection only works on a point.
I can't think of anything other than a brute force test like this:

Code: ags

#define MAXW 32 // this should be even
#define MAXH 64

// returns 1 if touching, 0 if not
// only works if no other characters are also overlapping
// if there are any, turn them off first
// both characters should have "No Interaction" unchecked
// untested for objects or GUI elements in front of the characters

function AreCharactersTouchingPP(int charA, int charB) {

  // do a bounding box check first
  int dx = character[charA].x - character[charB].x;
  int dy = character[charA].y - character[charB].x;
  if (dx*dx > MAXW*MAXW || dy*dy > MAXH*MAXH) return 0;

  // find the overlapping part
  int leftX = character[charA].x;
  int rightX = character[charB].x;
  if (dx < 0) {
    // swap
    leftX = rightX;
    rightX = character[charA].x;
  }
  int topY = character[charA].y;
  int bottomY = character[charB].y;
  if (dy < 0) {
    // swap
    topY = bottomY;
    bottomY = character[charA].y;
  }

  // convert room coordinates to screen coordinates
  leftX = leftX - GetViewportX();
  rightX = rightX - GetViewportX();
  topY = topY - GetViewportY();
  bottomY = bottomY - GetViewportY();

  // iterate over the overlapping part
  int touch = 0;
  int thisRoom = character[charA].room;
  int x = leftX - MAXW/2;
  while (x <= rightX + MAXW/2) {
    int y = topY - MAXH;
    while (y <= bottomY) {
      int frontChar = GetCharacterAt(x, y);
      int backChar = charA;
      if (frontChar == charA || frontChar == charB) {
        if (frontChar == charA) backChar = charB;
        // hide the front character
        character[frontChar].room = 999;
        if (GetCharacterAt(x, y) == backChar) {
          character[frontChar].room = thisRoom;
          return 1;
        }
        // restore the front character
        character[frontChar].room = thisRoom;
      }
      y++;
    }
    x++;
  }

  return 0;
}

#3058
Critics' Lounge / Re:Character - Rocky
Sun 11/04/2004 10:58:07
I hope that 998 was a typo - 98 polys for that sword makes more sense!
#3059
Quote from: Ozwalled on Sat 10/04/2004 17:59:39
You may want to show more of the sleeping cow's udder

Perv!

I like the lighting and the cows - they're CUTE!
Maybe a bit more definition to the crate in the foreground, and make the walls a bit less blurry. Plus some props as Darth said.
#3060
Critics' Lounge / Re:advice on docks
Sat 10/04/2004 10:04:03
To make it look more like wood, you could also vary the length of the planks a bit, and add a couple of nails to each end.

The most important thing with this background though is that there's a horizon and foreshortening on the planks, but the building and crate are isometric.

Some shadows would help to ground the crates and building too.
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