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#121
I think we make adventure game backgrounds for AGS games in a formulaic method not only because it fits how we imagine the world our game is set in, but also from a production standpoint.

I never push the camera down onto the floor to get a worms eye view of things, nor do I ever make BG's from a birds eye view-simply because it would require a hell of a lot more sprite work just so I can experiment or spice things up. 
For my latest game, Primordia, I work in almost any perspective you can think of; one, two and three point perspectives, isometric and dimetric projections, mixes of any of the above, and half of the time I work with a kind of natural perspective off the top of my head, to make the picture visually interesting and create the kind of painting I prefer to look at- but it can be a real bitch when it comes time to make it actually work as a game.
My point is, while making an adventure you can take a more experimental approach to creating the assets, but it can be hit and miss as to whether it'll actually work properly in game, and even if it does work well it can affect how you create everything else in the game, drawing out production time interminably and generally being a pain in the ass later.

But if we're talking about the games themselves, at the end of the day I guess I just appreciate both schools of thought. Taking a traditional approach and putting a new spin on things can create just as much of a masterpiece as ignoring the rules completely and and creating a purely original product.
I also believe that the process of creating games is just as, if not more important than the product itself anyway. Enjoying the creative journey, learning and discovering what one is capable doing should be of paramount importance I think.
Would I like to see more people push the envelope? Sure, but not at the expense of not having any decent size playable adventure games around that scratch my itch for having relatively predictable genre/setting/story I can feel comfortable with and sink my teeth into.

It's like, sure; I love Twin Peaks, but I also love Star Trek.
#122
@Dual

Hey, I made the putty icons today jeez!

@Anian

Josh Kirby is the man. I'm surprised how much that illustration calls him to mind (A lot of the non UI stuff, including that city, I did ages ago for the now defunct indie RPG 'Cyclopean').

@Everyone else

Thanks for the kind words, although I doubt I'll ever get this project past the idea phase. A lot of the graphics would be kinda dull to paint (walls, walls, walls) and the code is way to much for me. Plus, I have a better idea for my next game anyway:)
#123
Just wanted to share mockup with you all, it's an idea my brother and I had for a Lovecraft inspired game, styled after EOB and Lands of Lore. It'll probably never get past the mockup phase, so I thought why not shed some daylight on it before it gets tucked away for good.
Classes would have been stuff like medicine man, firefighter (starts with a fire axe) etc. +1 beaded vestments and moccasins. Long rifles and pepperbox pistols. A detailed character generation system and leaning more towards sand-box roleplaying style than EOB would have been the order of the day.



#124
This looks so damn cool! I'm quite jealous you figured out the code for this type of game, highly impressive.
#125
AGS Games in Production / Re: Primordia
Sat 05/02/2011 21:43:08
While it may seem like a waste of time to design every single working part of Primordia's main characters, it's actually...
Wait, I forgot my point. Ah well, here's some robot schematics!





EDIT) Oh, and if anyone mentions high resolution again I'm busting Primordia down to Gameboy res! :D
#126
I won't get into the commercial vs. freeware debate too much as I'm really in two minds about the issue myself. On the one hand I think releasing a freeware adventure is invariably good for the community, gamers, etc. On the other hand every artist has to support themselves somehow, and using your skills to do this is logical. As long as you weigh up the alternatives and make a decision you believe in I'm sure you'll do fine.

As for the Journey Down itself, I think having voice acting and an perhaps overhaul of the main character sprites is essential for a commercial release. I felt the colorful characters and great music really accentuated the absence of voices.
While the scaling didn't bother me too much, the jerkiness of the animations and somewhat awkward stance of the protagonist detracted a little from otherwise superb graphics- less of a problem than the lack of VO, but still noticable enough to mention.

Low res I liked, and I'm biased against 3d models for characters but those are just personal preferences, and not something that would neccesarily turn me off.

So yeah, get some half decent VO and I would certainly pay for it. 


#127
I love the screenshots, the sprites and backgrounds are beautiful.
#128
AGS Games in Production / Re: I forgot...
Sun 16/01/2011 09:46:56
Quote from: Domithan on Sat 15/01/2011 18:32:24

Pinback- Thanks! Although I'm really just in 32-bit color, I'm kinda cheating :P

The way I figure; If it looks good, and you put effort and thought into it- it doesn't matter what technical stuff is going on under the hood. Every magician has thier tricks.
#129
AGS Games in Production / Re: I forgot...
Sat 15/01/2011 11:57:07
Looking good, hella nice palette!
#130
AGS Games in Production / Re: Primordia
Fri 14/01/2011 14:06:54
Quote from: Mods on Fri 14/01/2011 00:16:06
I put a short snippet on my youtube to show Jim Spanos, but then remembered he's helping out... hope that's ok!

http://www.youtube.com/watch?v=a_nNYYqiLB8

Woo! Thanks Mods, nicely done!
#131
Well it's time to choose a winner, which is hard because you guys all came up with absolutely dope sprites.

The winner is: Derrick Freeland for his Hyoi sprite- an original and visually striking sprite if I ever saw one, and so close to the brief I can almost see his brain working. 

Fantastic work all, I really enjoyed each entry here.
#132
I quite like the last pic, I think the lack of lighting/shadow is the main thing you should tackle to improve these.
#133
AGS Games in Production / Re: Byrne In Hell
Tue 04/01/2011 10:32:59
Nice art and a very cool looking UI, looks promising!
#134
Quote from: Crimson Wizard on Sat 01/01/2011 22:36:41
You have 1215 messages?  O_O ;D

They all read something along the lines of "No, I'm not a girl".
#135
Ok, the votes are in-

Zyndikate is the winner!

Rocking entries all round, and a well deserved win in my opinion. Great work everyone!
Zyndikate- the BlitzBall is in your court!
#136
Idea - DuncanFX
Atmosphere - Zyndikate
Design - Derrick Freeland
Composition - DuncanFX
Technique - Zyndikate

#137
Horrorshow entry Calin!

Here's mine (non-entry), from Piers Anthony's OX.





It had a solid black finish, solid caterpiller treads, a whirling blade - and it was fast. It was seemingly a machine -but hardly the servant of man.
Veg fired his blaster at it. The projected charge should have heated the metal expolsively and blown a chunk out of it. But the polished metal hide only gave off sparks and glowed momentarily. The thing spun about with dismaying mobility and came at him again, the vicious blade leading.
At that point Veg realised he was in a fight for his life.
#138
Voting will now commence for Background Blitz!: The Oubliette. Categories for voting are as follows;

Idea: Was it an original/creative interpretation of the theme?
Atmosphere: Was an interesting world created? - Did the scene evoke a feeling?
Design: How well the individual elements are designed, from clouds to doorknobs.
Composition: How well the elements are combined to create a pleasing whole, and lead the viewer to the points of interest. This also includes the background's in-game functionality (hotspots, walkable areas, etc.)
Technique: How well it's rendered (within the chosen style!), in no way meaning the more elaborate the better.

Code: ags

[b]Idea[/b] -
[b]Atmosphere[/b] -
[b]Design[/b] -
[b]Composition[/b] -
[b]Technique[/b] -
#139
Great entry Misj'!

I'm going to leave this open a couple more hours just in case we have any eleventh hour entries.

Blitz closing in one hour- for realsies!

#140
I thought your entry was hella cool Dual.
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