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Messages - Quintaros

#861
Critics' Lounge / Re:New background for C+C
Sun 20/07/2003 18:19:58
Quote from: Jimi on Sun 20/07/2003 18:18:28
I love it, but that line along the wall bugs me.

Which line would that be, Jimi?
#862
Critics' Lounge / Re:New background for C+C
Sun 20/07/2003 18:16:45
Quote from: Synthetique on Sun 20/07/2003 13:11:09
great pic! now shade it or i will do it!

Have at her, Synth.  I'd like to see what you could do.
#863
Critics' Lounge / New background for C+C
Sun 20/07/2003 01:07:33
What do people think of this?  I'm pretty pleased with it except something doesn't appear right on the tiles of the roof.  Can anybody recommend a fix?  Also the trees in the background might be too simplistic.  Do they require more attention?


#864
Quote from: Dryhump on Sat 19/07/2003 04:13:52
Or if a person is going to use Poser-made character, alter them extensively and make them your own, like I did... www.harbinger-software.com/bts :)

Nice plug.
#865
Well yeah I used poser to demonstrate quickly what I meant but I'm not putting poser characters directly into my game.
#866
Thanks for your help everyone.  I've adjusted the perspective on the light and fixed the angles on the screen.  The door still isn't quite right but I've found some more reference photos to help me figure it out.  

Making a game out of an established series is turning into a real double edged sword.  On one hand its nice to have the production design already completed but on the other hand its tough to match it up properly.
#867
Quote from: Synthetique on Mon 14/07/2003 13:59:41
they look like poser models.. are they?

Yes those characters began life in poser. I'm exporting image files from poser as templates for my characters.  I draw over the template in Paint Shop to give the appropriate clothing and faces.  
#868
Adventure Related Talk & Chat / Re:AGS Fighter
Sat 12/07/2003 17:36:43
Can this fighting engine work within AGS or is it a completely separate thing?
#869
Before drawing out my walk cycles I wanted to take a poll of what is generally preferred for left and right walk cycles: a true profile of the character, or something a little more diagonal?





#870
I wanted to get some feedback for the compostion of this shot.  
I like the overall look of the frame but am concerned that the characters are dwarfed by showing a wide shot like this.  Should I zoom in to make the characters appear larger in the frame?

Also could somebody recommend how to fix the perspective on the door and video screen ( the thing with the coloured globules).  Its supposed to be a round room except for these two walls and the thing at the top centre is the rooms lighting.



#871
Critics' Lounge / Re:Cobra Rank and File ...
Wed 09/07/2003 20:47:00
Quote from: Darth Mandarb on Wed 09/07/2003 18:28:17
Do any of you know any links to G.I.Joe sites with good art of the characters?  I am doing all of these from memory so they're prolly pretty inaccurate.  

www.yojoe.com

it has lots of links and you should be able to find what you're after.  Hell I haven't been there in so long that I'd say I was due back myself.
#872
Here's a few more characters.  Making these guys is addictive.  I was initially disappointed with the resolution limitation but I'm starting to actually dig these pixely looking characters.  Now I know what so many of you guys like about the pixely style.


#873
Critics' Lounge / Re:Cobra Rank and File ...
Wed 09/07/2003 07:55:56
Ohhh...now I wish you were doing a GI Joe game.
#874
Critics' Lounge / Re:Photo Coloring
Wed 09/07/2003 03:40:15
Quote from: LilGryphMaster on Wed 09/07/2003 01:23:22

And yes, I'm aware I didn't color the man or the background.. I just wanted to color Milla.

So we've noticed.
#875
Thanks for the suggestions ThinkingGal.  It's amazing what a difference a few pixels make.  

Better?




#876
Can you tell that this character is female or should I go with a different hairsyle (in a pony tail now)?


#877
Quote from: SLaMgRInDeR on Tue 08/07/2003 18:38:35
...on the second background, the windows are out of perspective and the boat looks a little like either the front is floating in the air, or its crashed into the wall thing...

The boat is built in situ...attached to the stone wall.  It's called the stone boat.  

I do plan on fixing the perspective issues but I'm currently trying to establish a colour pallete so I haven't gotten back to that fix.
#878
Okay how about these colours?



QuoteWill it be voice acted?
And can I have a Cameo? ^_^

Music was so essential to the series that I always planned on ripping it from the soundtracks (I'll have to buy them first).  Once you have music it seems strange not to have other sounds...so yeah I'd like to have it voice acted.  But I was kind of planning a one man show for the game creation and I'm no voice actor.  So I guess I will have to recruit.  

I haven't played any games that had audio dialogue.  Does it slow the game down?  Have past efforts to get voice actors from the community been successful?
#879
Quote from: GarageGothic on Tue 08/07/2003 08:39:47
There's something about his eyes/eyebrows, he looks too worried I think.

Yeah I'm not quite happy with the eyes either. I think its the colours more than the angle of the brow.

GarageGothic: I'm always happy to meet another fan of the show.  I agree that some of the original plots would be difficult to adapt to a game but I think the overall universe of The Prisoner is rich enough to find other stories to tell with a greater amount of interaction.  I agree with you regarding the episodic nature of the series and the way which each episode explored a theme.  I'm going for that feel as well and will try to address themes in the game such as capitalism, religion, heroic worship, love...  

I'm going to make each episode an individual game (planning about 7) so that the player gets a sense of completion even though there's more to come.  Each ending will provide a password to play the following episode/game.

QuoteGood luck. I can't wait to see this finished.

Man I'm still figuring out how to use Paint Shop.  It's gonna be a long wait.
#880
Here's another attempt using a larger size sprite and limiting myself to a pallete.  I'll probably adjust the colours some but I think I'm starting to get the look I'm looking for in the character.



Okay I think I've fixed the eye thing.
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