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Messages - Neil Dnuma

#361
Competitions & Activities / Re: January MAGS
Thu 27/01/2005 05:59:01


Yes, finally you can be a kangaroo. At least for a little while.
Download "Zooreal" at: http://neildnuma.brinkster.net/zooreal/zooreal.zip
It's 13.5 Mb... I dunno, prob because of all 32 bits going into it. I'll try to less bit-hungry next time.

It's my first game (I found AGS two months ago), so don't expect too much, just have a little fun!Ã,  ;)
#362
Competitions & Activities / Re: January MAGS
Mon 24/01/2005 12:56:18
I'm currently hard at work on my own little Zoo game, and nearly there (some testing to do, and then the intro, and a bunch of other details)... but if AGS-GD is given a little extra time, I wouldn't mind.

Then I could "polish" a little more myself.

But I guess it's up to others to decide. :)
#363
Cirque de Zale not nominated?
#364
It's very good work!

I've picked up a thing or two from the coloring tutorial over at your site, so I really shouldn't criticice your work. However, over-smudging (I do that all the time) can be cured with some detailwork afterwards (which again can be smoothed with very careful smudging if needed). If you look at the photograph, there seems to be some grainy structure everywhere in the sand (which obviously makes sense). Also, it might be a good idea to add some more highlights/brightness to some of it, as some parts (esp to the right) seems a bit too shady. Again, by looking at the photo, the areas where the sand meets the asphalt is not as blurry as in your picture (if it's a windy place, the sandgrains lying far from their sandfamily alone on the asphalt will be blown away in a second).

As for shading, there seems to be a little inconsistency. First, the black and white stick by the road should have a sharper shadow (if it's based on the shadows on the house). Might do that with the sign also. And the back of the truck seems to be floating a little, Two-of-a-Kindesque. I also can't figure out why the top of the fan-thing should be darker (as light hits the wall above it - unless there's a square-shaped bird flying somewhere in the air :P).

Khad's looks a little empty today... maybe one could see the contours of furniture inside?

Back to the sand... maybe you've been aiming for a little too much realism - the stuff in the horizon seems to be much more toony. What if you did all of the sand (and the road) in this style? Just a thought... (I love that style).

Apart from all the petty criticism I love your style, it kicks ass. And I really look forward to Bad Timing :)
#365
Completed Game Announcements / Re: The Cell
Thu 13/01/2005 23:17:23
Well I came to the "Your Free" screen, so I suppose I made it. I don't know what I did though...

Spoiler
I made a head right? Still had it in the inventory after putting it on the pillow though (maybe you fixed that for the second version). What was the black pixels which I escaped with? Where did they come from?
[close]

Might be a good idea to give things names and descriptions, I had no idea what everything was...
#366
The Rumpus Room / Re: The MSPaint game
Thu 13/01/2005 18:18:51
Hmmm...


Next: The most obviously deleted scene ever
#367
The minimalist style you seem to be aiming for can be very cool, and create some pop art feel if really successful. It also makes backgrounddrawing a lot quicker :)

Here are some minor tips to get you started:

- Make all the Z-lines (the ones who go inwards) parallell (se the road and sidewalk).
- From this angle you shouldn't really be able to see the horizon.
- Shadows are nice...
- Add some more detail. The Longpig is just an example of the many things you can do.
#368
Critics' Lounge / Re: Bedroom Suggestions
Wed 12/01/2005 06:04:14
I like the style of the lines, where nothing is straight :)

..so I couldn't make the lines from the vanishing point straight either Ã, :=



The desk is quite off as you see, and it also seems to lean forward - or it is just very deep. If you want the player to see more of the desktop, you could just put the vanishing point higher (and adjust all other lines of course...). Other than that, the left wall appear very thin... just add some thickness as (quickly) shown, or keep it.. paperthin walls is an quite original idea after all (the japanese have some tradition for this). The legs on the bed have the same thin feeling, unless they are round - if so just 'round off' their ends a little. I couldn't make out what kind of clothes laying on the floor, but it doesn't bother too much - people wear so much funny stuff these days anyways.

In the end it seems you're already developing your own style - which above all is the most important (IMO).
#369
I like them all, but vote for Jimmy Shelter. That one seems ready for some annoying puzzling, like "Put the diamonds on the non-eec countries"... :)
#370
The Rumpus Room / Re: The MSPaint game
Tue 11/01/2005 21:37:48


Next: Robin Hood makes a bad mistake
#372


I tried to visualize some of kjettings ideas. I also made the door a bit smaller to make it a little easier...
#373
I tried this one also, made a few rectangles (buildings) with yellow pixels thrown in, lined all the buldings up in one layer, and copied the layer a few times. Tried to change the color of the buildings according to the ground where they were placed, bent and rotated them a bit. Since there really are only 10 or so unique bulidings here, it easily seems as if there are very few arcitects working on this planet.

#374
Critics' Lounge / Re: Arch.mid
Fri 31/12/2004 11:26:06
Quote from: Flippy_D on Thu 30/12/2004 20:20:32
I don't really know what this is. Any ideas?

It's the soundtrack to some Adventure Game, probably an intro sequence, or cutscene. It sounds a little magical (it could be in some historical setting - middle ages perhaps, or some fantasy setting), it begins very nicely, but users whose soundboard has the sound of MIDI-strings anywhere as horrible as mine will maybe get a little annoyed. My advice is to quiet the strings a little bit.
#375
Here's how I think you can do that with one vanishing point...



These stairs are still pretty steep, and would benefit from being pulled a little more out over the floor
#376
I just finished this one, and would like to give credit to the creators for making such a great game. A lot of creativity went into this, and the game kept surprising me. :D

If anything could have been better, maybe some of the puzzles should have been more connected to the plot - they were connected, but some of them didn't make sense until quite a while after they were completed (at least not to me), so that gave the feeling of "backward puzzles" (It's a bit like ending up in bed with a nice woman but not understanding how you did it). Anyway, they were mostly very good. The music was of high quality also, only thing I wanted was a tad more variation, and unfortunately the tune I liked the least was on the map screen, so it came back every other turn (sorry about the sentence, I'm not english...). Also, animation (esp. walkcycles) could have been more smooth, but what I really liked was that there were lot of work put into animating the heroes while solving different puzzles, and for the cutscenes. You don't see that every day. The story was very good, and that end song was perfect (even if it's about allergia.. np). The whole twins-concept was brilliant, and could even have been explored some more...

To me this one, among with Apprentice 2, Ben Jordan 3, Cirque de Zale and 7 Days a Sceptic, should be nominated for AGS Game of the year. Keep it up guys :)
#377
Thanks for that one  :D
Who would think a robot hunter adventure would be like this? The old man is priceless, great dialogue and I laughed a lot in the end.

Everyone should make sure they sit through the end credits!
#378
I tried some drawing, didn't care much about the distance between the steps, but you should get the idea. Also, the stairs have to stick out on the floor, otherwise they'd be 90 degrees steep, and hard to climb.

#379
I love the music, esp. "Brain-in-a-vat theory". Reminds me a lot of Arvo Pärt. You weren't by a chance inspired by his "Alina"?

If the mood of this tune and the Stalker-esque pictures is carried properly by the actual game, it's gonna be really good. :)
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