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Messages - SpacePaw

#161
Quote from: Kastchey on Fri 10/04/2009 11:54:50
More importantly though, how about making his tail yellow instead of blue? Blue tail blends with his pants, so the tail is sorta hard to make out when looking at the picture.

Heheh :) It looks better I admit. I will either make it blonde or delete it completely :)

I see that you made the light come more from our left :P Any reason to that? :P
#162
Quote from: Trent R on Fri 10/04/2009 06:22:37
And I'm with those above about the face-colors. Blue and Yellow do go together well, but not all in his face like it is. The contrast is too much and it's hard to pick out facial features.

Yeah this is the main thing that keeps bothering me right now. Any ideas to the tones I should pick? maybe a quick paint over? :)

EDIT:

came up only with this desaturated version lol:

#163
Quote from: Domithan on Fri 10/04/2009 05:50:21
Unfortunately I cannot give any criticism because me criticizing pixel art is like a 600 pound man giving dieting advice to the general public. All I can really do for you is stare blankly with my mouth open and say that is AWESOME!
So...

That IS Awesome!  :o
Heheh thank you ^^" Now I'm feeling quite embarased ^^"

You just need to practice, post stuff, listen to the critique and advice people give you. Learn from it and never go emo or berseker because someone tells you there's something wrong with the artwork you posted ;)

Besides, you're overreacting :P I'm not even close to great artists myself because I don't draw too often :)
#164
Critics' Lounge / Re: Kevin - the blue cat man
Fri 10/04/2009 04:55:02
Reshade:


Compare:



Total reshade. (orginal on the left, reshade on the right)
SpacePirateCaine told me to try to achive top-down lighting as the first version looked too much pillow shaded. I reshaded whole character then :) What do you think about it now? Any better? :)
#165
link doesnt seem to work for me..try box.net maybe?
Ok listened to it..Well..I dunno man :) I kind of like it but it feels a bit inconsistent maybe? I'm not sure..I'm not the music man :)
#166
Critics' Lounge / Re: Kevin - the blue cat man
Fri 10/04/2009 01:37:08
Quote from: theRedPress on Fri 10/04/2009 00:28:28
I like the color choices, I think it looks pretty cool honestly.  Kind of alien and maybe a little 80s cartoon.

Hey, thanks :) I like 80's cartoons :)
#167
Critics' Lounge / Re: Kevin - the blue cat man
Thu 09/04/2009 22:04:19
Quote from: kaioshin on Thu 09/04/2009 21:59:39
Somehow the yellow beard and hair doesn't fit the rest of the character. It's too much contrast in his face, I guess. But maybe it's just me ;).

Hmm..Now when you mention it..He does seem to be unbalanced. The face yellow colors are much brighter than any other part of the body..Maybe I should add something in the same tones lower...no idea what could it be though :)
#168
Okay, I'm making another .NET plugin and I'm confident now that  there are some small issues with the amount of things you can do using provided libraries:

-Although you can add tree leafs to your component and know when user clicks them or uses a context menu comand on them you CAN NOT rename nor move them after addition. This has no sense as it makes the whole tree idea useless. Tree is for organization and it's almost pointless to have a static one. You can "move" and "rename" by deleting the old elements and adding new ones but you still need to do that from your own component window. Those neat feautures like "rename" and "drag and drop" in views component aren't avalible.

-And I'll repeat once again - there should be some event handlers like "sprite added", "sprite changed", "view added" and so on. Why? Because without that refreshing the content of your own component is made too often and too late. When you add view using the context menu and project tree your component won't update until any event concerning it occurs.

Sorry if some of you guys don't get it, It's mostly for CJ anyway :P
#169
Critics' Lounge / Re: Kevin - the blue cat man
Thu 09/04/2009 19:55:30
Um..anyone else? :)
I won't belive that it's perfect :P I know that pixelart gurus here can point out probably 100 anatomy errors and 1000 lighting issues :)

I have to admit that I see that I made some progress and it looks much better compared with the first character before modifications proposed by SpacePirateCaine :)
#170
General Discussion / Re: past ags software
Thu 09/04/2009 05:32:00
...again
#171
Quote from: JpSoft on Wed 08/04/2009 10:08:48
And how it is supossed that it must work? I unzziped it in the ags editor folder, but nothing changes (AFAIK) Maybe the pluggin is too old for 3.1.2 version?

Jp

you have to copy just one file AGS.Plugin.Sampleblahblahsomething.dll from bin/debug folder (or bin/release, I don't remember which one is there :) ) into the main AGS folder

Quote from: subspark on Wed 08/04/2009 08:44:37
Let me know if you need any more graphics, my friend. Most of you have figured out I'm an artist by now.

Cheers,
Sparky.
Yeah you could make a note icon too :) I have folders icons so it's the only one I need ;)

Quote from: Dualnames on Wed 08/04/2009 08:46:56
Wow you're working on another plugin? Guess you got the AGS germ..Known as Adventurus Gamicus Studiorus Plugintis Bacteria.

Mmmm I love programming <3 Pity that I have to work on school projecs too. I would use most of my time for AGS if I could :P

#172
Critics' Lounge / Re: Kevin - the blue cat man
Wed 08/04/2009 05:44:31
yea I thought about it too but I want to see it animated first. You know, with idle and walk animations tail could look good even when behind :)
#173
Thanks sparky - It will save me some time indeed :3
#174



Okay - for some of you it's probably silly as hell but here he is - Kevin the furry cat man from another dimension.
Tried to keep the style from the first character (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36861.msg484438#msg484438).
Any help how to make him better? Crtitique? I tried my best ^^" It's still not enough - I know.
As for the colors - he has to be blue/blonde mix as he's my friends character :)

EDIT: look for reshade below :)
#175
Quote from: Mods on Tue 07/04/2009 18:20:52
Simple AI can be programmed into any language, and I'd say AGS is perfectly capable of it too. :)

Text parser is a basic form of AI, there are also multiple RTS games in production too which will require some form of AI (probably more complicated) to be any good, so there are definitely programmers here who could give you details on the basics I'm sure.

Unfortunately strategic board games have complicated AI. If it's turn based it involves building the tree of the game and checking all the possibilities of few moves forward and choosing the best current move. You also have to make a function which calculates the success rate of any move and belive me it's not simple at all..

It's hard to make a "thinking" opponent in game of this sort unless you program reactions directly to the type of player's move which often makes very "stupid" opponents and repetitive plays :P

I'm not saying that the idea is stupid, it can be done after all :) It's just lots of a hard work involving complicated maths and stuff like that..
#176
Um I don't want to dissapoint you but when it comes to AI for a game that you invented you most probably have to write it yourself. Maybe you could find a source of chess AI engine and modify it though. It's not so simple as you would think it is :)
Many spooky scary alghorithms and many many lines of code await you :)
#177
Quote from: JpSoft on Mon 06/04/2009 17:21:33
If you work on it, i willl be your first tester  ;D
Jp

Hahah - OneDollar was first to offer that ;)
Anyways I DO work on it. I have some problems with font styles and stuff like that but it's moving forward slowly :)
#178
This of course is only about game plugins :) editor plugins don't affect the final game at all.
#179
Idea - Kastchey

Atmosphere - loominous

Design - Kastchey (this vein...woah man...)

Composition - loominous

Functionality - Ghost

Technique - loominous
#180
Critics' Lounge / Re: simple art style
Mon 06/04/2009 14:12:57
besides - I just pasted your characters onto the background. they seem to be too small or the background too big. window starts at the head o the character and doors are just gigantic!

Even the table seems too big - more than character height radius and only 2 seats? If you were after smal table for 2 people than it's too big too :)
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