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Messages - Penguinx

#281
I already posted a few pics of the alien-based game I am working on in limited color. I've decided to give high color a go, and was wondering what you thought of that.

The image below shows the high color versions on the left and the limited color versions on the right.

What's the verdict? Stick to limited color, or jump to 16-bit?

#282
Ahhh - I didn't notice evil had pretty much covered the bases on this one. Really similar retouch.

The character really has some life and personality to it. I like that you're not afraid to make his forward facing pose asymetrical. It's more visually interesting in this instance than something halved-down-the-middle and mirrored.
#283
Farlander, first off, I really like the character. Really great stuff. Second, I think it's the squareness at the corners of the eyes that is throwing people off.

I hope you don't mind, but I thought I'd post a retouch that changed the corners of his eyes:



I really do like the character as is, but I can see where some people might interpret the style of the eyes as a surprised look.
#284
I've just barely scratched the surface on some programming (as I now have enough characters to act out the first set of my story/game) and it seems like the most time consuming part is all of the complex walk-behinds that occur with ISO perspective. Such is life, I guess!
#285
To delve even further off topic, New Line does own the rights to Leatherface and Mr. Voorhees. With the success of Freddy Vs. Jason, who knows? We may get an answer to that question. Of course, it could end in a draw. ;D

Aphex Twin = my creative muse.

Thanks for all the kind comments!
#286
This post is slightly off topic, but I thought I'd post two of the other pixelart drawings that I've done.

This drawing is comprised of a bunch of horror movie character avatars done for a message board.



This drawing is of my old desk and pc.

#287
Thanks for the words - I'm glad that you like the style. Now all I need to do is find a few weekdays worth of free time to finish up all the animations. After that, I'll feel more comfortable setting all the rooms up in AGS.

By the way, I'll keep looking for pixelart tutorials when I next get some freetime!
#288
Actually, Minimi, I first saw what I later learned was pixelart on the website http://www.goldenshower.gs (Don't worry, that's a band's name and not a porn site. It should be work safe.).

I started drawing it shortly thereafter, and then I stumbled upon the pixelart community at DeviantArt and was very happy to see that there are a whole bunch of fellows doing pixelart!

I did a quick search for you, and this text file seems to be a good start: http://www.fuz.dk/pixelguide.txt

However, I haven't ever come across an actual tutorial -anyone else ever seen one? I'm sure they are out there.

The best thing about pixelart, is that it can be done in nearly any paint program. I actually prefer to do all my drawing in MS paint at 8x magnification.
#289
It IS similar to the French Pepsi site! Funny stuff.

I plan on getting a lot of the characters done first (at least all the animations they'll have in common). After that, on to the backgrounds. The most fun, so far, has been making little inventory items in ISO perspective. It's pretty challenging to do something in ISO when you only have a, say, 10x20 pixel space to do so. For instance, the gun that is being held towards the top right of the picture, to the left of the palette.

I'll post here as I have more; it may be awhile, as real life has been pretty demanding lately.
#290
No, it wasn't inspired by an article. Rather, it is derived from a pixelart drawing I did last year and submitted to my seldom used DeviantArt account last January. I've always enjoyed isometric pixelart and feel that AGS is an excellent medium for making a game with that graphical style.

If you'd like to see a few other things, including the original art that inspired me to make a game, feel free to visit my DevianArt account at http://inventory04.deviantart.com/.

By any chance was it a good article?

Ray
#291
Thanks for the comments; also, sorry for blowing the post size out the window with the hugantic image. The game is going to be 800x600. It gives the characters the right look. They really are meant to be seen small. My operating resolution is 1280x1024, and I really like the characters as small as possible.

I have noticed that higher-res games seem to catch some flak... So I was toying with 640x480. Not sure yet, honestly. This represents about 1/3 of the total characters in-game. I want the world to seem pretty alive.
#292
Attached is a rather large picture which depicts a lot of concept art and animations I've put together for my first game idea. It started as a small one-room concept and has quickly balooned into a full sized game idea.

Before I got too far done with animating all the different characters, I thought I'd post here and get some impressions. A little off topic, but I just wanted to say I am extremely impressed with some of the very professional games that have come from AGS and am glad to be a part of the community!

Have at!

Ray





(Edited to format the pictures to fit on screen.)
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