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Messages - Neole

#1
"Eventually I will add a tool which will allow you to package your game and AGS Together and install it automatically on an android device so that you can submit the game directly to the google play store."

Looking forward to that! Its all android and ios these days, especially for point and click!
#2
I came across this topic by accident from google so am not sure if Im asking a dumb question (Im familiar with AGS from 2005 but not the recent version or the android port)

Is it possible to make a standalone android application from an ags game? Just the way a person just has to download an ags game and not the engine separately, can they simply download and run a single game on android without needing to download the ags engine separately?

#3
I found a couple of tutorials I had done earlier. The walk one is probably 5 years old, the other over 2 years old, so they may both be out of date. Maybe someone will find them useful -

animating a character walking towards camera
http://www.2dadventure.com/stuff/tutorial/dogwalk/anim1.html



animating a character walking right -
http://www.2dadventure.com/stuff/tutorial/dogwalk/anim2.html



animating a character walking away from camera -
http://www.2dadventure.com/stuff/tutorial/dogwalk/anim3.html



(The email on those pages is wrong, the writing too long winded, and the stupid copyright watermark is too big and entirely unnecessary.. I know)


Coloring Steps -
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=6840.0

#4
The brambles are very unstylized compared to the rest of the picture. They also look too cluttered and too tiny (almost rectangularish in that their width and heights are almost the same). I would prefer them more stylized (like the clouds) and make them taller than they are wide. Plus all the brambles look very similar, they should be different in shape direction and size. Also the foreground brambles can be very dark, but the more distant ones could be lighter colored to convey a bit of distance.

If the mist is a separate transparent layer, you could just move it a bit and change the curves with the smudge tool (set to mazimum opacity, or therabouts). Use 3 such variations and it should work and look like moving mist. Sort of like ripples on a lake or waves on a sea you can animate with just 2-3 frames.
#5
Looking even better!

I liked the earlier clouds more, but this gives it a very stylized look that I think you should keep.

Squashed sun looks great. Brambles dont fit in well. Either they shud be stylized or removed IMO. Not sure bout those curved things on the mountains.

Only other thing I can think of changing is the curves on the front red ground. Its contour is too bumpy, I think it would look better with a couple of gentler curves instead of all those little ones.

If that mist thing at the cliff base could be animated (even with 2 frames) that would be fabulous, but it looks great anyways.
#6
great composition btw.

Those patterns on the bridge side have opposite light sources, unless the light is coming from the center of the bridge.
#7
I think all the outlines should be sharp. You could then maybe have some translucent blown over stuff over the sharp outlines.
#8
Critics' Lounge / Re: Memory Extractor
Tue 27/07/2004 10:18:27
Thanks for the bump - it feels nice to see this again after a year!
#9
Critics' Lounge / Re:Coloring Steps
Wed 10/03/2004 17:42:57
Yeah server was down for a few hours.
#10
Critics' Lounge / Re:Sprites and more
Wed 25/02/2004 19:09:15
Wowzers! Very dastardly kwuel!
#11
Critics' Lounge / Re:1st person view bg
Wed 25/02/2004 19:06:41
Looking great ratty racer! Count me in for the beta testing whenever that is.
#12
Critics' Lounge / Re:Art
Wed 25/02/2004 19:04:57
The neck and head are a lil too big for the legs but it looks great otherwise!
#13
Great stuff!
#14
Critics' Lounge / Re:New Rpg Art D20
Wed 25/02/2004 19:01:06
Congrats on the paid assignment Dodge!

I also see great improvement in your colors, especially the contrast which you had a problem with earlier I think. Plus you've managed to convey depth in the background, earlier they used to look flattish.

EDIT:

And those other furries look great. You've improved vastly on the human figure drawings as well (even though they're not totaly human).
#15
Critics' Lounge / Re:A sprite of the bad guy!
Wed 25/02/2004 18:57:45
The first one - good personality!
#16
Critics' Lounge / Re:Coloring Steps
Wed 25/02/2004 18:55:02
Hey nice to see this again! I was wondering where it had got to.
#17
Awesome character! The flat shadin might e better cos it would be more clear. Also depends on the background.
#18
Wow great work! Love both the characters and backgrounds. He could blink half the time, he's blinking too fast right now.
#19
Critics' Lounge / Re:Character and Background
Thu 25/12/2003 10:23:12
Looking great, both characters and background. The sky is too yellowish for my tastes though, I like them bluer even on alien landscapes. Yellow feels too sickly.
#20
Critics' Lounge / Re:Cathedral
Thu 25/12/2003 10:21:13
Very Sierraish! I like!
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