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Messages - Neutron

#81
"- the sky is smudged towards the horizon
- there's a dark border around the mountains"
...there is a slight remnant of a black line around the mountains, but that's mostly just .jpg artifact. i could probably clean it up a tad but it would still look crappy around that edge once i compressed it. anyway, the original is much cleaner,...i'll try to get rid of the black though.
#82
stuh wrote:
"the composition is sooo much worse."
this comment says nothing other than that you don't like it.  please be more specific, such as:
" it's too symetrical " or, " such and such doesn't balance well with such and such " or, " the colors are too saturated " etc. etc.
#83
thanks for the comments.  i have updated the sketch with the actual background at the top of the page.
#84
Critics' Lounge / Re: Mountain Path
Fri 15/04/2005 19:43:02
no need to cut trees just to make a path through the forest.  :)
#85
This began as a sketch for one of the outdoor scenes from flognars quest, but i got a bit carried away.
<edit> here's the real deal.Ã,  c&c?
#86
it looks like it's coming along nicely.  i think the black outlines on the rock are a bit thick though.
#87
thanks,....sorry about the crappy segmented characters.Ã,  since this is my first attempt at anything more than a room, i figured i'd economize somewhat on the production time.Ã,  here's an update of the bedroom,...it was a bit too harsh.Ã,  i added some radio music too,.... i figure i will make the radio an inventory item and make an option to turn it on and off.

<edit> also, here's a new stump I'm working on to replace the old one, which i did rather huriedly.  the replacement has animated speech capabilities, so i might do a 3d cutscene ( video ) with him talking to flognar.  btw I made all this stuff from scratch.  mostly in blender, and also with texturemaker and photoshop and various other softwares.
#88
So far the plot goes like this ( subject to change ):
the red wizard turns dollys uncle into a stump, and brave flognar must find a way to turn him back.  They will have to retreive certain ingredients, required by the potion maker to concoct the antidote, and probably fight the red wizard.  resolution is 640 x 400, both main characters have 8 loops plus idle and a couple of others, and i've already started putting in ambient sounds and cutscenes.  here's a screenie,...let me know what you think.
#89
that's beautiful, i love the slightly warner bros style.  i agree that some cameras would be a nice touch.
#90
i would turn down the specularity on the skin material, and the tights material.  also the hands look a bit pancaked. the thumb should be extruded from the side and also the inside palm area.
#91
how about some dead twigs poking through the bushes in the foreground?  and maybe some mushrooms and toadstools would add some more interest on the ground.
#92
Critics' Lounge / Re: A forest background.
Sun 03/04/2005 14:40:28
these are great backgrounds.  one thing i would suggest is making a faint white line or two indicating a ripple at the waters edge to better define it.
#93
armatures and keyframes do have their advantages, but using a 3D program is not a magical way to make a good walk cycle.  here's his idle animation with the yoyo.
#94
thanks guys.  yes, the walkcycle has 8 loops, and he also has an idle animation where he plays with a yo-yo.  I could have made him one solid mesh, but then he would have been far trickier to animate.  I mostly use blender for 3D stuff.  It's great for rendering sprites, because you can just turn off the aliasing, set it to render with an alpha channel, then i just parent my camera to an armature keyed to the eight different directions, and put the base of the armature in the center of the object i'm rendering.  for anyone using the software, that's: set to file format png, unclick osa, click on rgba button, and premul button, and render.  the background will then be rendered as the alpha channel.  of course if you want aliasing, you can do that to by clicking 'osa'.
#95
Critics' Lounge / Re: My characters
Sat 02/04/2005 09:58:02
looks good i like his expression.
#96
here's a snippet of the interior of the cave pictured in my 'enchanted forest' thread, along with flognar, my new main character.Ã,  this is the actual resolution that the game will be viewed at, but the background is much bigger.Ã,  640 x 400 i think.Ã,  I fixed the sprite with the pink hair problem so i'll probably use her in the first scene with the stumpface, and she'll send him off on some quest.Ã,  I figure the stump will be her uncle who has a curse on him, and flognar has to go on the quest to fix him.
<edit> here's his walk cycle http://home.att.net/~yorik/flogdownright.gif
<edit> and his idle anim http://home.att.net/~yorik/yoyo.gif
#97
oh, ok.  i think i understand now.  i'll try it again.  thanks for your help.
#98
i want to have an object that plays an animation of smoke, so i make a view with the appropriate frames, then i make an object, give it an image, put it where it needs to go, then i press the 'edit script' button in the settings window, and enter: SetObjectView(0,3); onto line 2, save, and exit.  then, i go to save the room, and it tells me there is an error with SetObjectView, and do i want to fix it.  admittedly, i haven't attempted room scripting, or anything other than making dialogues, but, it seemed pretty straightforward.  Does anyone know where I went astray? I realize i can set the view through the interaction options, or make the smoke part of an animated background, but I am just curious as to where I went wrong with the room editing.
#99
cool, i'll just make a new folder then.  thanks for the quick replies.
#100
i thought i'd upgrade to the latest official release,....minor question: should i delete the old version, or can i just install the new version in a different folder, and keep the old version?
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