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Messages - Sughly

#181
You make me feel guilty for not voting alun, but I can't choose between them  :'(
#182
I would just chime in to mention a few things I noticed (sorry if they were mentioned already!)

She looks a little eyebrowless... I think a pair of some eyebrows could go far towards helping the look of her face.

I think her ah... breasts look much better since the first pic, but her left breast (one closestshould be a little bigger. Only slightly, since it is closer. I think that's what makes them look a little off to me.


That's what jumped out at me anyways. Was breasts...   8)
#183
Really awesome. You're right, you're making great improvements and refining the technique very well and very quickly.

Only because it's so interesting do I nitpick again  :P - the water surface would curve around the boat rather than have a straight lne, makes it appear really flat. And a massive nitpick is just in the greys inside the concrete that are around the top of the doorway, all the shadow thats on them look too smooth and just don't seem to sit quite right with me. the part on the left of the building looks much much better! Honestly though, these are minor details that are only being suggested because I think it's such a great technique.

Good luck with implementing it - look forward to seeing the results!
#184
Quote from: mode7 on Tue 21/09/2010 09:37:27
Actually If i was going to make a 1st person game I'd definitely render it.
For these BGs I'd rather go for a "sidescrolling adventure" (this is also why there is so little depth).

I see, I see... yeah that would most definately work. Would work very nicely indeed...

I think I generally concur with most people. One thing I don't think was mentioned that caught me off was the puddle of muddy water in the outdoor scene - it could just be a personal preference thing, but that didn't seem to fit in with the style to me, looks a lot rougher and kind of layered over the top. But I am nitpicking! I think ProgZmax is right - it's really unique and if you can work on it comfortably and quickly then stick with it!

Look forward to seeing more on this...
#185
Just as a quick response (and I'm sorry if someone already touched on this - I did breeze through a lot of the comments for the time being) that in relation to adding character to the game, it seems to me that this style is quite suited to first person. I'm not sure how you feel about approaching it that way, and of course it would look just as great with characters that sit well in the environment. Just saying... initial impression for me was first person...
#186
That's a very attractive style indeed  :D

Such a clean and unique look. Will definately be interested in not only a tutorial, but an example of this in an AGS title. Nicely done!
#187
Just letting you know I completed it last night and was extremely impressed. Such a unique treatment of narrative, I was completely drawn into Jack's world and the shifting nature that he put himself into. I particularly loved the moment when

Spoiler
he came to and the screen span around, back to front then upside down before correcting itself - really recreated that drunken feeling
[close]

The style of animation was great, I'm not very familiar with it but I do recognise it from places such as Radiohead's Paranoid Android video (sorry to be a bit ignorant on this) but it really fit perfectly with the story and the characters. Very unsettling, carries a sense of a stylised realism that I really loved. The characters themselves were really well done, dialogue was particularly impressive (though I would say, as much as I enjoy the references made, they broke the game world's illusion a little at times).

Well done Ascovel! And to Baron too, of course  :D
#188
Idea: Pinback I really loved everyone's take on it, but the slightly ramshackle space station in the clouds sold it for me.
Design: Tier tough one to call again
Functionality: Tier - that room is full of walkable areas with so much to interact with
Technique: Pinback - the competition was very tough, for this catagory specifically, but the technique here brings so much life and beauty to the pic - very much look forward to seeing a game in this painting style! (and by the way, Tier - yours was absolutely amazing too. Very tough to split them)

Sorry to Blue and abstauber - very good entries indeed! Had a very tough competition this time round...
#189
Looking nice JDinky. The idea of having a wet, reflective ground made me think of Ben304's tutorial which would be of some assistance to you here - he touches on that. Thread is here - http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40058.0

I like to work in lots of layers in Photshop myself and will work over the shadow areas with 'shadow' layers, which are just pure blacks that are different degrees of transparency. I'm not sure if this helps you at all - merely sharing my own process in the chance that it might  :P

Here's something I've been working on recently which might help clarify what I mean. The first frame is just the colour without any shading - pretty much what the room would look like without any shading and with full light. Second frame is one layer of painted over black set to 16% opacity, third frame is some slightly lighter areas of shadow which is another layer of painted black set to 8% opacity, and then the final is painting over the entire area I want to put in a darker light (ie. all the apartment but not the windows) with a really dark blue to darken it down collectively (set to opacity of 80%).

#190
I really like the original EnoRed, I think it's a great style! I kind of like the 'lack of neck', gives it some its distinct cartoon style. Keep it up!
#191
Looks great AGD2! Impressive list of updates there. Particularly in getting a Mac port, looks pretty interesting what you've done there... well done indeed!
#192
Well done Ascovel!! Downloading now... though I'm deep into a uni assignment so will have to hold out until later tonight to check it out  :'(

Again, congrats on the release!
#193
Far out, that is just incredible. This artwork is really starting to produce promise of one of the best looking games I will have the pleasure of playing. Look forward to any incoming news for this project...
#194
FINALLY finished it! Damn chervil!! Once I got that one I was fine...

Didn't expect that ending! Just... wow. Very, very well done. I hope the second isn't too far away  ;D
#195
Holy crap... Tier that's amazing! Ok, not only am I too busy but I dare not pit myself against these two entries. Well done!
#196
Quote from: markbilly on Mon 13/09/2010 19:58:11
If you can get away with it I'd take the writing and the arrow off the garage door... It distracts from the scene... Takes the eye's focus away from the guy in the chair.

The rest of it is fantastic though, very atmospheric! :)

P.S. You need to get your light source back in there somehow, too!

Agreed on all points. I think the black in the roof may be a little dark too, but I like what you've done with it. Maybe just making it a very dark grey perhaps? Just my personal preference :D

Good work though!
#197
Just...wow, Pinback. I'm very, very impressed... it would be a veeeeery long shot of the scene, but still. Very nice...
#198
I think as long as the roof is darker (but obviously not as dark as the foreground) it will help pull the focus downwards. I think this is a really good start though... definately intrigues me!

I would possibly suggest that, if this is some kind of warehouse, having excess of whatever is in storage in the corners and against the wall? So maybe boxes or say, if it's an old mechanics garage, some old car parts and oil cans? That line of thinking...

EDIT: The roof seems to be quite high, so maybe there would be shelving on the left wall to accomodate a warehouse this size?
#199
Critics' Lounge / Re: Portrait seems boring
Fri 10/09/2010 11:07:58
I think the white is too extreme. Just making it a really light shade of her skin tone would be better...
#200
Gah! Awesome idea, but I'm so slow that doing something with detail will take me forever  :P

I'll hopefully get something in though...
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