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Messages - Sughly

#161
Haha, very nice. Really well done little animation actually, will be interesting to see what your game is like...

Such good entries! Yay! Keep them coming in though people...
#162
Amazing as always ProgZmax. Nice read, too!
#163
Haha, I was coming in to apologise for not making it. Damn. Looks like I have more time to look bad for not entering :(. Does it make it better that I'm working busily on an AGS game instead though?
#164
Haha, awesome. That bottle at the top makes me nervous though, its direction of spill looks very dubious...
#165
Critics' Lounge / Re: First walk cycle
Sat 06/11/2010 08:10:36
Quote from: ddq on Fri 05/11/2010 16:28:51
I'd recommend less extreme movement with the hands, but other than that, it's a really good walkcycle, especially the legs.

Yeah good points here. The hands are exaggerated because it was a real over the top cartoon look I was going for, so best not to follow the template I put up TOO closely  :P. But looking good!
#166
Critics' Lounge / Re: First walk cycle
Fri 05/11/2010 03:47:56
Quote from: Snake on Fri 05/11/2010 02:05:26
The only thing I can think of is putting more frames into his arms on the front view.

His right arm looks like he's constantly checking to see if his wallet and/or keys are still in there and his left arm is hanging by his side ready to draw his weapon at the count of three.

I agree. I think the profile view is quite well done. Front one is the one that needs some work. His legs seem to be working... hard to tell when it switches between cycles! Maybe seperate them so it's easy to see how a complete cycle looks looping. His left arm is hardly doing anything while his right is moving heaps. You need to replicate the arm movement of the profile view, so have one arm swing a little in front of him as one goes a little back behind him, then swap that movement around on the next step.

Heck I suck at explaining. Here's a basic set of steps I did for an animation course which I always refer to when drawing up my own cycles...



The movement is quite exaggerated and cartoony, but it might help with where the arms needs to be going on the front on view.
#167
Tier's entering! Ooooh... you did so well last time I'm more tempted to enter myself now. If I get some spare time  :-[
#168
I noticed a bit of a perspective thing going on in terms of not being able to properly show the height of the balcony in respect to the background. To me it seems like the players perspective on the balcony is quite straight on, making the balcony width appear thinner. The background however seems like there's a higher top down perspective going on. I'm not sure if this picture helps outline what I mean...



What I think helps (and excuse my reaaaally bad cloning efforts! Just looking for perspective here), I took the horizon and dropped it to the lower third, and then took the outline of the shore and just squashed it down, keeping with the more front on perspective of the bacony...



Looking at that now actually the horizon could be dropped even more. The more it's dropped and more that shoreline is 'squashed', the higher up I think the balcony will appear...

As for the leaves, I think Ryan Timothy is right, but I'm no good at this kind of pixel art and would not be brave enough to try anything myself. I would suggest drawing thicker leaves though, because it seems to be a static juble rather than anything solid there. Again, I'm no good at this kind of drawing though, so could be wrong on that one  :P
#169
Haha, love it! Very nice work, particularly for your first sprite  ;D
#170
Alrighty, new sprite jam is to concoct a Bartender.

For what bar? Who knows. Maybe a grungy, biker back alley salloon, maybe an old English tavern, maybe a Cantina at Mos Eisley. Either way, we're looking for what your NPC will look like behind that counter serving those beverages. Besides, what's an adventure without a drinking hole?

Rules are pretty much open - any amount of colour and any resolution, so long as it results in a character that can be used in an AGS game. I'll open it up for voting on 16th November, so get your entries before then. Good luck!
#171
Yay! Thanks GreenBoy, that's quite a compliment  8), nothing beats cartoons in pyjamas. I'll have to think carefully on a new one...
#172
Critics' Lounge / Re: Beach background
Sun 31/10/2010 03:09:11
Haha, yeah I suppose it does... fair point. But at least, more to the point, the colour works (I think)
#173
Critics' Lounge / Re: Beach background
Sat 30/10/2010 06:37:21
For a good reference for sand colour, there's this pic from Monkey Island 3 (link goes to giantbomb sorry, was too lazy to upload my own pic) - http://www.giantbomb.com/the-curse-of-monkey-island/61-5729/pc-screenshots/52-15535/mi10/51-212518/
Trees can be used for similar reference, I think they too have a very dark colour, possibly darker than need be. Mind you I'm a sucker for softer tones so.... maybe I'm just biased  ;D

I used this colour palette for a recent beach background I did for university, which I DID happen to upload already here - http://www.kramsdesign.com/scrap/BeachBG-crop.jpg (bit big so better to link out)
#174


Went for the Willy Beamish style protagonist. Man I really have to play that game again...

Nice twist with the complimentary colours by the way! Though I think I've used enough peach/blue to last a life time...
#175
Haha, this is true. I'll do one now! Be back soon...
#176
Critics' Lounge / Re: Logo Design
Wed 27/10/2010 01:02:47
Haha, I actually read the first post as 'skill suk', I don't think this company thought their title through very well...

I'm not sure the 's kills uk' works, I think the 's' needs to be the same as the rest of the skills word, otherwise it really does look like s kills uk. Sorry I'm not much help without an actual example but maybe if I have time later today I'll mock something up.
#177
Critics' Lounge / Re: City map
Wed 27/10/2010 00:59:42
I like it! I think the outline thing kind of denotes a selectable place you can go to actually, so maybe you should use that to your advantage. Lessen the darkness or the width on the general outlines if you can and push them for the sections that can be visited? If thats even approprite for what you're doing... maybe not...
#178
The Rumpus Room / Re: The MSPaint game
Wed 06/10/2010 12:29:06


NEXT: We do WHAT with that?
#179
Well, for what it's worth I did do a sketch for an entry, but was way too busy to colour it  :-[
#180
Wow, I'm quite new here so I hadn't seen this before. Great style, can't wait to see more!
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