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Messages - LRH

#541
Completed Game Announcements / Re: DuzzQuest2
Sat 06/02/2010 05:43:37
Played through it, had a lot of fun! Not much else to say really. Well worthy of its 4 cups.

Great work on this one  ;)
#542
The character does seem to have a gliding effect. This can be cleaned up with a few tweaks in either animation speed or walking speed. The animation itself feels a bit stiff, maybe his upper body could be a bit more loose? Also, while he's walking, he never extends his leg, his knees are constantly bent.

As far as the 3D environment goes, this is no easy task for just one person, (if it IS just you) and I think it looks pretty good. As Travis said, the carpet could use a different texture and color. I feel like a dark red would look nice, but maybe that's just me?

The areas where the walls by the fireplace meets the other walls seems odd IMO it would look better as a flat wall. Also, I think the windows could use a glossy type texture, even if it's just something like a light blue color just to imply the light from outside.

Other than this, maybe put some more furniture in the room, a coffee table or something, just to reduce negative space.

I think there's real potential here. Good luck :)
#543
Critics' Lounge / Re: An orchestral song
Fri 05/02/2010 17:17:11
No, not necessary, really. Just a suggestion. I like the new drumkit a bit better, but maybe that's just me?
#544
Critics' Lounge / Re: Ugly tree
Fri 05/02/2010 03:15:18
Thanks for all the input everyone!
(No offense taken, kconan, that's what I thought of it too :P)

Beautiful touch-up and repaint, Jim. It really helps me edit what I've already got and fills me with ideas.
#545
Critics' Lounge / Ugly tree
Fri 05/02/2010 01:59:39
Things that seem wrong to me:
1.)The tree
2.)The house in the background looks too... Robotic. I guess.
3.)The door seems too plain.
4.)I made that gradient in paint. Keep it or no?

Any input would be lovely.

#546
I vote for abstauber for usefulness,
Tier for technique,
And Nihilyst for idea.


(NOW Gimme a cookie, Jim :D)
#547
Critics' Lounge / Re: An orchestral song
Thu 04/02/2010 20:48:15
Ehhh even more so. Does whatever program your using allow to increase BPM or use crescendos? Also a bit of a more complicated fill wouldn't hurt.
Instead of cymbal quarter notes I think you're better off with a cymbal roll that crescendos, if you can.
#548
Lighting is better for sure. But yes, I think something should be done about the bed height, etc.

For example, look at this:


I drew a red line from floor to top, then copied it onto the bed in comparison. (I know the bed is further back and therefore bigger than it appears, but the distance is trivial.)

This would make for quite a hop to get up into the bed area. Either that, or it implies that the bed is quite small.
#549
Just toying with it. I don't know about this, but feel free to take a look.



If you need to know how it was done I can tell you all about it.
#550
Critics' Lounge / Re: An orchestral song
Wed 03/02/2010 21:04:39
Do you know anything about drum corps?

If you don't they're basically professional marching bands. While your piece is much more contemporary and slow, what they usually do to introduce something exciting is make the drums progressively faster and louder over a SHORT period of time (if it went on any longer than 3 or 4  seconds it would start to sound kinda weird)

This is the best example I can think of:
http://www.youtube.com/watch?v=hQKZLc5VcDw

Just notice how just before any big moments there's a huge swelling in the percussion. They let the wind instruments (strings in your case) build, then explode right before impacts. You'd probably want a much more modest version for what you're working on, though.

By more variety, anything you've suggested works fine. Just change it up a bit :D
#551
Critics' Lounge / Re: An orchestral song
Wed 03/02/2010 20:21:37
It's really kinda neat, sounds etude-ish.
Good use of arpeggios for support of the beginning.

I have a few suggestions:

I'd like to hear more variety from the drumkit. It has a LOT of potential but as of now it's a bit dull.

The part with the flute was really beautiful, but the song didn't really let me know it was coming. It would be cool if you could kind of swell everything up and make it very intense right before it starts. Maybe some sort of slow yet intense drum fill as well.

Just a couple ideas. Really good work on this.
#552
Critics' Lounge / Re: Dreaded walkcycle
Wed 03/02/2010 07:26:20
Like this  ???



I don't really know...
Also I know the animation speed is fast, he won't be going that fast I just don't know how to control the speed as a gif file...which is probably something I could google in about 3 seconds, but it's 2:43AM right now, so maybe tomorrow.

EDIT: Also, Goldfish, if you're still reading this...
Sorry. I misread what you said earlier, I didn't mean to offend. I just don't think your style would be compatible with mine is all.
#553
Critics' Lounge / Re: Dreaded walkcycle
Wed 03/02/2010 03:21:59
Alright, I've got something that at least resembles walking now...



He looks a bit robotic, though.
#554
Critics' Lounge / Re: Dreaded walkcycle
Tue 02/02/2010 23:56:42
Quote from: tzachs on Tue 02/02/2010 22:31:30
Have you seen this?

http://www.idleworm.com/how/anm/02w/walk1.shtml

*Ahem.* Nope  :-X

I'll play with this and see what I can do, then post what I've got. Thank you.
#555
Critics' Lounge / Re: Dreaded walkcycle
Tue 02/02/2010 21:54:49
Oh, sorry. Well yes, a full cycle would be lovely, but I was just asking for ... I don't know. Further help? I guess?

*Sigh* I'm very sorry. Animating is a whole new world to me and I'm not exactly sure WHAT I want. I'm just fed up with trying several hours over and over again to make something, and each and every time, mine comes out like garbage. Even the first few I've posted were modified versions of some great work JimBob helped me with.

I suppose if you were to do the entire animation, I wouldn't have really gained much.

I would have a good looking down animation, but then I wouldn't know how to draw one up, left, right, etc. and I'm certainly not going to ask anyone to do all of those for me.

#556
Critics' Lounge / Re: Dreaded walkcycle
Tue 02/02/2010 21:22:09
That's pretty good. His left leg looks a little funny to me though. What I mean to say is, I wouldn't really know how to continue from there.
#557
I actually got stuck on it a bit myself, because I didn't realize I could go left...
#558
Yes, Khris. This is what I was trying to imply as well. I certainly wasn't trying to "bully" you, so much as trying to help you. I just think low-res would help in such a project, and like everyone else has said, if you want to continue on with high-res, nobody will stop you. It's just sooooo much harder to pull off well, I've seen very few AGS games above 640x480 that look really good. Not saying you aren't capable of it, but I just ask: why NOT go low res?

Even with your example turning my low-res to high res, just look at how much work that would need in order to look detailed and great. A lot.

#559
If mine gets the vote for we could have triple-hosting action :O!
#560
I COULD convert it to high res...yes...but WHY would I want to?!

I think many will agree when I say my original version is much...much better than the high-res one from the vector program.

Also, as we've said, it's completely up to you, but we're just doing what you asked, we're being critical. Also, harsh as it may be, why not take some of the advice? You might be surprised at what you can make.
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