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Messages - Moresco

#81
Critics' Lounge / Re: Rubix cube
Mon 07/03/2011 19:39:32
Honestly it doesn't look that bad, at that size I don't think it's critical.  But...the back squares on the top of the cube are larger than the ones in the front.  Also noticed the middle box is like, larger than the rest of them...it's just weird.   Pixels are tricky.  You just need to watch your convergence.

#82
It looks cool, but it seems like it doesn't read well.  Everything has the same saturation and it's too heavy.  Everything is competing, I'm not sure what to look at.  Maybe that's good, I don't know much about collages, but I would try pulling some things back a bit and go for something with a bit more depth.   

For example, there are all these things in front of the mirror, but the mirror doesn't get any shadow.  It's so bright...maybe make it bright at the top with highlights and put it in shadow towards the bottom half.  Also the dudes and the world in the mirror are very strong, make them fade out in saturation as they disappear into the mirror.  Same with the whole city and world in there, it's far too loud.

But I like it, keep it up.
#83
It should be illegal to cheat on me! =D  Other than that, I have no concerns.

Isn't it illegal to cheat on your husband in South Dakota? I'm pretty sure there is an honest-to-god law on the books there, but it hasn't been enforced in a hundred years or something.  It only applies to wives cheating, and not husbands.  Pretty sexist...I like it!  I could be wrong though, it's not like I read through law to kill time.
#84
Quote from: Jared on Sat 05/03/2011 21:51:43
it'd be cool to have more characters to talk with in Monolith Burger, some more things to discover in Pestulon, etc.

While the kid in me agrees with this, I think that often times fans want to add content to their supposed remakes without reason to do so.  It's cool on some level, but I think unless it advances the plot or adds something significant to the story as a whole, then it's just self-indulgence.

I should point out that this is part of the reason I scrapped my PQ2 remake.  The extra scenes I had spent lots of time thinking about and drawing and doing animations for, in the end didn't actually push the story further.  It really just wasted your time as a player.

... just my opinion though....
#85
If you ask me, and I have experience...this is going to be ridiculously difficult task.  He points out that all that is done, is the writing portion?  I had finished all the writing for that PQ2 remake within a week....because, most of it was already done for me?  And I had a lot of extra scenes written to boot.

I don't think the images look very good at all.  The poll that is listed at the top, indicates that so far, out of a whopping 3 people, 3 people prefer a VGA style to Super SCI.  Whatever SuperSCI is? And I must say I prefer a VGA style, too.  The junk in the scenes appears to be flat to my eye, and takes me completely out of the scene where other objects have been drawn with some sort of care.   I will say that the scenes read, which is nice in an adventure game.  I actually believe the artist probably achieved this simply by grabbing the existing colors and reusing them throughout.

The only reason to do a remake is to improve upon it, but this does not seem to be an improvement thus far.  I highly doubt one person can pull off a remake of this size and make it interesting.  But, good luck, says I.
#86
Critics' Lounge / Re: Background critics
Sat 05/03/2011 19:06:23
The only thing that strikes me as odd is the whiter value of the sky roof.  Is it a lamp? It seems dark outside and there's this shadow along the wall beneath it.  You've done some great indication of light on the left and right walls, but if that's a lamp in the sky roof, it doesn't seem right to me.

Also, this is probably nitpicky, I'm sorry...but the shape of your sky roof changes from the back (a flat edge), to the front (cut inward and then flat).  I'm not sure if you meant to do this, it seems like a strange shape.
#87
I agree with anian about the perspective.

To find the height of your door in the right hallway, follow the top of the door that is going to your right vanishing point.  When that line intersects with the right-wall, that is the height of any door along that wall.  All you have to do then is take that intersecting point back to your left vanishing point.

Also, your vanishing points are really close here, so it will be a bit distorted, kind of very BIG feeling.  That's fine if that's what you're after.  Otherwise you might pull them back out just a little and you'll get a more natural look.

As for the value of the picture, I think it needs some refinement.  It's a bit flat looking.  You can see this by throwing a black layer on top of the image and setting it to saturation.  You might make the closest wall a bit more saturated, and lighten up the saturation for the back hallway a little bit.  As it is now, everything is exactly the same.  You have values for the door closest to camera, and the same values for the door further away.  It just makes everything seem too flat, give it some different values and that will push the depth just a little bit more.  Good start though.


Update:  I went ahead and drew some lines to show you how to fix the perspective quickly.  Also, I changed the value of the front wall just to give you an idea how to change how the piece reads.  I'm not saying this is what you should do, it's just an example.



The red line is the new line for your door height.
#88
QuoteBut the choice should be made intelligently not automatically.

Are you saying that you're more intelligent than 99% of the world?  I made the choice to learn linear perspective based on intelligence.  You see, I wanted drawings to look realistic!  I saw that linear perspective drawings DO look realistic! Oh shit?! guess what? I decided to learn linear perspective and now I'm HAPPY!

Seriously, I can't take you seriously.  Some of the things you say are so out there, you might want to sit down with someone and talk out your problems. =/
#89
Quote from: Gravity on Wed 14/07/2010 10:40:18
This is all good to hear. I'm glad you went with turning this into a more original game. Also, the new screenshots are looking good, so keep it up.

On a side note, are you still aiming for a Sonny Bonds main character or do you plan to go with the female cop? Maybe you could choose which one at the start of a new game? Well whatever happens, putting this on my 'must play' list as well.

Well even in the PQ2 remake I was going to give you the choice after completing the game once, to play as a female.  But yeah, you'll be able to choose your sex at the beginning, and that will affect a few of the plot points in the game. 

What I really want to do with this game is implement a quasi-simulation of the job in a way that while you go up in rank or switch job-focus, it would affect and open up different scenarios and plot points.  Essentially doing away with a score, your job performance and choices in career path determine your "score" and will determine the outcome of the game.  Thus, one player might be disarming a bomb on a bus, while another ends up taking down a drug dealer instead....and you can't do both in one play-through.  I think it'll be pretty cool.
#90
Quote from: SuperDre on Wed 14/07/2010 08:32:46
New backgrounds look great (altough the homicideroom looks a bit off, can't tell you exactly why)..

It's likely either that objects are overlapping on one side, that there's no lighting established (and so the walls are a flat color) or that it's just generally not finished.  There are objects missing, computers, chairs, stuff on the desks, things on the walls, etc.  The wood for the tables isn't exactly the best either, I'll revamp it as I go along and figure out what they should really look like.  To be honest, I'm better at natural scenes, but I'll hammer it out.
#91
Soooooooo, after all that "I'm not gonna give in and change it!" mumbo-jumbo, I decided to give in and change it.  Say goodnight, PQ2 remake, hello original game.

Why? Well I don't really give two monkey's peanuts about the legality of it (kind of ironic, being that it's a game about upholding the law!), it was really all about how I'm sick of the remake and have been wanting to get on with the good game...my own game.   The compromise is, I'll include some plot / locations from PQ2 in a re-envisioned vein with new characters and such, and that way I get to keep all my added content and new ideas.

This will still probably take another twenty years to finish, but I've got nowhere to be.  Oh yeah, first post, updated backgrounds that I'm working on.  I'll have some brand new backgrounds later tonight, but I don't know when in-game work will start.
#92
AGS Games in Production / Re: Police Quest II
Tue 13/07/2010 04:56:13
I changed my username back to Moresco...hope this doesn't confuse anyone.  It's still the same old me.

It's 10:42pm here now, and I won't stop doing arts until 6am in the morning.  I'll post the PQ related updates here and on www.theredpress.com later.  So check back in a few hours or bug me live on AIM or MSN and see what's going on.  Alright....time to art.
#93
AGS Games in Production / Re: Police Quest II
Mon 05/07/2010 05:25:45
Quote from: Xenogia on Sun 04/07/2010 22:36:29
On all seriousness.. all he would get would be a cease and desist notification.  Looking forward to it RedPress.  Been watching this thread for a very long time.

Yessir, at which point I would consider my options etc etc etc. =D Thanks yo, I'm keeping on when I have time.  Maybe the actual company will just release a remake before I can finish mine...at this rate.
#94
AGS Games in Production / Re: Police Quest II
Sun 04/07/2010 21:53:24
Quote from: SuperDre on Sun 04/07/2010 15:42:22
Quote from: theRedPress on Tue 22/06/2010 05:10:55
That was in regards to them licensing an original game, it wasn't a remake and they had a previous contract with Vivendi, so it wasn't like they were under the radar or anything.

The fact you say 'under radar' gives me the impression you are still going to release this PQ2 remake, which can get you in serious trouble..

I've stated my position on this several times.  Thanks for your input.
#95
AGS Games in Production / Re: Police Quest II
Tue 22/06/2010 05:10:55
That was in regards to them licensing an original game, it wasn't a remake and they had a previous contract with Vivendi, so it wasn't like they were under the radar or anything.
#96
AGS Games in Production / Re: Police Quest II
Tue 22/06/2010 04:16:50
It probably hasn't been locked because I am still working on it.  The website you are referring to is for my musical projects.  

There was a facebook page (Art of the Alien...the link is still in the sig but obviously won't work) with all the latest posted, but I deleted it and will post new progress here when my work schedule lets up.

#97
I don't know why, but I couldn't get any of them to play.  I have plenty of midi, and they all play, as do all other sound files on this computer.  What did you create these with?
#98
How about some variation in the nose? Just from where I'm sitting, seems like it has changed at all.
#99
AGS Games in Production / Re: Police Quest II
Wed 07/04/2010 23:24:16
That's true, but I wasn't sure if double posting/bumping was allowed...couldn't remember.
#100
Critics' Lounge / Re: Critic Art Direction
Tue 06/04/2010 05:09:44
That's a bummer about the Samsung, man.   You've got a tablet now, yah? I thought I read that somewhere....anyhoo, you should try playing around with opacity and stuff, you might be able to block in your stuff a lot faster.   It seems like an interesting background,  looking forward to your progress.
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