This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: johntex on Mon 15/09/2008 05:40:31
I have no folder that I can find
Quote from: loominous on Mon 07/07/2008 17:20:41
Thinking about moving on to stage 3, so just wondering if anyone needs more time in this stage.
Quote from: ProgZmax on Tue 15/07/2008 17:46:46
The results will look much better if you draw natively for that resolution; ie, use a 2x1 brush for all your art.
Quote from: Alarconte on Thu 03/07/2008 17:38:35
I think was the best graphical-funnybutshort-game in the orow, but Is really that isn't a standard adventure and maybe is the reason that not win any of the first prizes.
Quote from: Misj' on Tue 01/07/2008 11:04:36No, I agree. I like to have some space too
Neil & Exsecratus
I like the fact that you can clearly see how a personal style can affect the way a script is interpreted. The one thing that bothers me is that both of you (and I) had a problem with the 'open' background. In a way I prefer the open background to the solution used by both Loominous and Zyndikate (they both more or less closed it up by confining the distance the player can look...simply adding trees in front of it). Somehow that doesn't feel right to me...but maybe it's the way to go. I'm not sure yet.
Quote from: Loominous(Yes it is).
(the sign is rather odd looking atm though, but it's perhaps just a placeholder).
Quote from: LoominousAm working on the landscape. I'll be putting some details into them; some foliage, but also fields around the farm. There's also a hint of the stream in the back there, I'll try to do something with that. Also, the sky seems to take too much space atm, but I didn't throw any of the furthest landscape in, some extra hills etc. And no clouds.
Atm the landscapes are quite flat, and you basically have a horizon line at top of which the windmill resides, and nothing really beyond them. I'm personally very fond of flat landscapes, but a few larger bumps in the landscape (coupled with some foliage) should create some more depth and interest. It also clutters the image, so I'm not saying it's a safe bet.
Quote from: LoominousThis is an interesting point. I definitely prefer the eye-level camera angle for many things, to improve immersion and get more depth; "regular" images, film/television etc. The thing here, with the little adventure game creating experience I've had, slightly higher angles have helped the functionality of the backgrounds. The walkable areas get bigger vertically, thus giving more "air" to the clickable objects and exits, and in general a more smooth experience for the player. Also you can get away with much less scaling of the protagonist character. Foreground objects can also interfere if not balanced very carefully.
The viewing angle is quite high in both (the viewer is at the height of the second floor in both (just by looking at the point at which the horizon cuts the building)), and it's also quite distant. I think pushing the camera closer n lower would create more connection to the environment, instead of a view similar to looking at an area through binoculars - very detached that is. A closer camera also creates more connection with the player character, which becomes more than a few moving pixels (my image suffers from this as well).
Another thing that a lower camera provides is foreground (which they both sort of lack), which becomes easier to come up with when you're closer to the ground.
Quote from: Bill TillerIt is good to have a balance or empty areas and busy areas, it gives the viewer a place to rest their eyes.(Link) It would also give some breathing space for the farm+windmill.
Quote from: TwinMoon on Thu 26/06/2008 22:10:44
Don't forget Mozartand Schubert; both dead before turning 30. (seems Schubert got to 31)
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.113 seconds with 14 queries.