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Messages - Monsieur OUXX

#941
Critics' Lounge / Re: character walkcycle
Sun 16/10/2016 18:17:29
Quote from: CaesarCub on Sun 16/10/2016 12:57:58
[imgzoom]http://i.imgur.com/19SxjbP.gif[/imgzoom]
Hey would you mind sharing the Photoshop file? I don't know how to extract the frames. (you can send in PM if you want)
#942
Nice to hear you found a solution
#943
Critics' Lounge / Re: character walkcycle
Sun 16/10/2016 16:00:06
Moving forward: you could believe that just ripping an walkcycle from a commercial game is easy, but no. Look at these: what do you say?

The "back" one looks like the character is hopping isn't it?

[imgzoom]https://www.dropbox.com/s/9btfb3dfipim6g4/thedig_back_height61-%28orig%29.gif?raw=1[/imgzoom]

[imgzoom]https://www.dropbox.com/s/l369cgabo8c205g/thedig_front_height61-%28orig%29.gif?raw=1[/imgzoom]
#944
Critics' Lounge / Re: character walkcycle
Sun 16/10/2016 15:06:44
Quote from: CaesarCub on Sun 16/10/2016 12:57:58
Well, in your case you have a 12 frame animation, so I would try something like this:
[imgzoom]http://i.imgur.com/19SxjbP.gif[/imgzoom]

I made the low points last 2 frames, and added a couple of frames that have the character get taller just to give it more bounce.

Thanks!
#945
Critics' Lounge / Re: character walkcycle
Sun 16/10/2016 11:28:32
Quote from: Danvzare on Sun 16/10/2016 11:16:46
way too much to the side
Explain: you mean his steps are too long?
#946
Critics' Lounge / Re: character walkcycle
Sun 16/10/2016 10:43:37
I've tried moving down the torso as well, and flexing the leg slightly more.
It hink it's better, don't you think?
I still have no idea how they made the characters literally "glide" in The Dig without it looking awful.

Here:
[imgzoom]https://www.dropbox.com/s/k0tzip8g6cd0p0n/thedig_side_height54_slimtrousers_01.gif?raw=1[/imgzoom]
#947
Critics' Lounge / Re: character walkcycle
Sun 16/10/2016 10:29:59
I tried to add the bounce before posting, BUT the whole body is not properly positioned, pixel-wise, which makes the head bump too visible. It looks like the character gets hammered on the head twice in every cycle
#948
Critics' Lounge / character walkcycle
Sun 16/10/2016 00:46:40
The base sprite is this one :

[imgzoom]https://www.dropbox.com/s/m7o99ubmc3s6har/progzmax.png?raw=1[/imgzoom]

I  made this walkcycle, based on "the dig":
[imgzoom]https://www.dropbox.com/s/xt2c3kdh2d0plce/thedig_side_height54_slimtrousers_00.gif?raw=1[/imgzoom]

I think it's ... OK (well I hope), but I'm bothered by the fact that the head is very static. However that was already like that in The Dig and didn't look weird.

Source Photoshop file : https://www.dropbox.com/s/s33dyvj2y6ed24j/thedig_side_height54_slimtrousers.psd?dl=0
#949
Some news of the project : We need some musicians!

A bit of background: We have several music tracks already (and actually some of them are really cool, I never cease to be amazed by the talent of our musician friends).
What's new : We have a better idea of what characters we want to put forward. we also have a better idea of what places will have a theme of their own, and what atmosphere they must reflect.

Long things short: we're now finally ready for actual music, with accurate directions fir the artists.

Do you listen to George Lucas John Williams (duh!) music all day and all night? Do you know by heart all the cues from E.T., Star Wars and of course indiana Jones? Do you master the art of heavy brass instruments and violins? Are you able to create some transitions between punchy bits and more relaxed pieces? Can you think of a nifty little set of notes to create the main melody for a character? Then you're who we need ;)

#950
@fransisco :
As said by others, most people (I said most people) don't like mismatched resolutions.
Spoiler

it's very well accepted nowadays by younger players who play fake retro-pixel games (enter the gungeon and such) but that's because when it happens, in most of these games the sprites keep being scaled up and down, or skewed diagonally, with lots of effects. These distortion effects make the brain forget that the sprite is actually low-res. It becomes indirectly hi-res. But in a point n click, the player character is much more static and follwing the actual pixel grid of the background.
[close]
If the characters' resolution is not too different from the background's resolution (1.5x to 2x at most I'd say?), however, it's not too shocking.

Like everyone said before, the best way to downscale a digitally-painted image is to use nearest neighbour.

Now for some things that haven't been said already:
- you should paint your backgrounds in twice the resolution. If the game is meant to be 640x400, then paint in 1280x800. Dividing by two will make the diagonals and such look more "aligned" with the pixel grid. Downscaling 66% (960x600 --> 640x400)  is... unpredictable. Don't wrry too much if the picture is slightly blurry in hi-res. It will become crispier in low-res.
- if you can't upscale your many sprites, how about bulk-processing them to apply one of those specially designed filters such as mame2x, hq2x and others?
Spoiler


[close]
There will be a tedious job of re-importing, but at least you won't have to redraw anything.


#951
It's relly sad news that the game won't be finished :-(
#952
Oh erm... I've completely forgotten about that. It's a bit short notice now.
#953
AGS Games in Production / Re: Lamplight City
Mon 26/09/2016 21:56:37
The portraots look very expressive
#954
The moon is definitey a banana. FACT.
#955
There's certainly romm for improvement in the GUI part.
#956
If you want to make a full game and have zero knowledge of scripting, then you'll have to pick one of the existing tempates, make 100% sure it's exactly what you want, and then strictly use it from end to finish.
#957
I checkd out the demo and it's actually a very clean game. I like clean games. I'm talking about the finish.
If we compare to the market, I can't tell it's worth 6 dollars, but hey, I'm not an expert.

Watch out though: you seem to have issues with the outline of some sprites : sometimes there is a thin white rectangle around stuff (objects, ovrlays, etc.). It's barely noticeable though.
#958
Is-- Is this maintained? Like: 23rd of September 2016?
#959
Quote from: AGA on Sat 13/08/2016 22:16:05
1000 Blank White Cards.  Thanks to Esseb for the use of his image gallery script.
The electricity/lamp thing was awesome. The most awesomestest thing I've ever seen.
#960
Wait. Wait.

I'm just receiving a message from the other world.

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