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Messages - ThreeOhFour

#141
Very smooth and cool demo! Especially interesting that I can just right click and select "Save image" to take a screenshot!
#142
A fun way to experiment with a very simple palette is this.

Might help give some ideas.
#143
I liked this game! Fun idea, and the graphics and music worked perfectly together.

One thing I'd like to suggest:

Spoiler
When going to use the key on the box, it's frustrating that instead of saying "The jewel is too rusty to fit in this slot" or something similar, he says "We have no reason to do that yet". It made me feel as though I was on the wrong track, because it didn't quite give me an understanding of why he wouldn't do it. Would be nice to see him mention that the key is too rusty.
[close]

Congratulations on finishing your game!
#144
Quote from: selmiak on Sun 21/05/2017 22:50:53
also Ben's idea that having a complex puzzle spread out over a huge area is not very engaging is something I totally understand. But it is cool if you need some things from the various places and these things all can be solved by solving puzzles at that one place and finally all the treasures from the different places combine to solve the uber riddle. Sometimes it could make sense to have the fishing rod needed at the seashore and not at the mountainlake where you actually need it. this needs good balance.

Yeah, I definitely think it's very satisfying to bring elements from one place to another place and use those to bypass a big obstacle. The problem - for me - is when it's not super clear that something is the big obstacle, and I think that's the primary challenge, wasting a long time on that without realizing there are another 3 obstacles I should be focusing on instead, I think! As you say, it all needs balance.
#145
VERY close voting, yet again - but here are your results!

In third place, winner of the bronze miner's helmet, is Nixxon!



In second place, winner of the silver miner's helmet, is gameboy!



And finally, in first place, winner of the golden miner's helmet, is Grundislav!



Well done to all who completed your entries, and congratulations to our winners! :cheesy:
#146
This looks awesome.  :cheesy:
#147
Very cool to see a diverse range, both of styles and interpretations!

Time's up, so it's time to select your favourites in each category:

Concept.
Playability.
Artistic Execution.

Voting will end this Saturday, 13th of May!  :smiley:

Entries:


DBoyWheeler[imgzoom]https://c1.staticflickr.com/3/2850/33735214860_7a50619da8_o.png[/imgzoom]
Blondbraid[imgzoom]http://i.imgur.com/qW9ymQ1.png[/imgzoom]
Cassiebsg[imgzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/Misc/UNDERGROUND3c1.png[/imgzoom]
gameboy[imgzoom]http://i.imgur.com/dAYQsj2.png[/imgzoom]
Grundislav[imgzoom]http://i.imgur.com/RPmsg3f.png[/imgzoom]
Nixxon[imgzoom]http://mechanicalbat.com/wp-content/uploads/2017/05/cavesystem4.png[/imgzoom]
#148
Thanks, folks! To be honest, selmiak, it's not ranked in any particular order, or anything like that. Just 10 scenes that inspire me! Glad you've enjoyed, anyway.
#149
Love that ice, and that animation! Keep it up!  :cheesy:
#150
You still have a few more days, if you feel the urge!  :cheesy:
#151
Completed Game Announcements / Re: Shrivel
Sat 29/04/2017 05:03:22
This was pretty cute and fun, and I loved the art and animation. Cheers!  :smiley:
#152
Underground

[imgzoom]http://i.imgur.com/6pg2ygb.png[/imgzoom]

For this competition, I want you do draw an underground scene - whether it's a cave, tunnel, subway, sewer, basement, or anything that can be considered under some sort of ground.


Deadline is 9th of May, 2017!

Voting system:
Concept: try to be creative and unique and tell us a visual story
Playability: remember to pay attention to walkable areas, possible hotspots and exit points
Artistic Execution: a little extra effort and polish makes a world of difference

Happy drawing!  :cheesy:
#153
Thanks for the votes, all! I've been travelling, so have been off the forums for a few weeks. Will start up a new BG Blitz right away! :)
#154
So nice to be able to see these extra scenes. the amount of work that's gone into them is really inspiring - and more than a bit intimidating. I can only imagine how hard you worked on these, thanks for sharing!
#155
I really like this theme, great subject that called lots of images to mind.

[imgzoom]http://i.imgur.com/vpGbiw4.png[/imgzoom]

#156
Thanks to everybody for a cool awards show. Was a bit surprised at my wins considering the competition - as I said in the ceremony, other nominees are people whose work really inspired me and made me think "If only I could draw like this". Still very humbled and grateful to be nominated alongside them. :smiley:

Lovely to see many deserving people being recognized, both in nominations and awards. Especially glad to see Crimson Wizard being recognized for the amount of effort he's put in. AGS people are awesome.
#157
Hello again! I've done another post about adventure game art - this time about atmospheric perspective in adventure game scenery! Enjoy :cheesy:
#158
Yeah, this is something I've been wondering about myself. I don't know that I've found any decent solutions myself, despite having done a few locations like this.

Anyway, I definitely appreciate the suggestion, and it's something I want to look at more, as soon as I find enough examples of people doing it in interesting ways! :)
#159
Misj': Well, one good thing about knowing it is that you can at least do studies to try and work yourself out of it! I agree, though, that it's impressive to see foreground elements that feel in place and part of the setting rather than just abstract framing elements.

Mandle: Thanks mate! Animated backgrounds are definitely one of the things I'm interested in studying more in-depth, but I don't really have a reference library of them at the moment, which means I have to play a bunch of games and make gifs of their background animations in order to talk about them. I was really proud of that car in Epiphany, especially when Dave added the sound and coded it in. Really brought that scene to life.

Buckethead: Cool! King's Quest 6 does this particular kind of thing quite a lot, with different levels of practicality and playability. Here's some more examples that you might find useful:




#160
While I understand your aversion to "merely shapes", I think there's an inherent usefulness in abstract forms as framing devices, rather than specifically relevant/fitting objects, in that these are often framing devices rather than specific points of interest, and our attention should be directed away from them more than towards them.

Perhaps it's a "lines guy" vs "block forms guy" thing once again. I'm quite happy to throw abstract elements into place while trying to balance a composition in the early/thumbnail stage, and then figure out what the actual object is later. I usually refer to this as "spotting shapes in clouds", where if you look hard enough once a shape balances a composition well the blobs can be a rabbit or a dinosaur, and you can paint them more into form from there.
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