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Messages - ThreeOhFour

#2941
Quote from: Sparky on Fri 23/03/2007 05:14:20
What sort of character art style would you choose to go with backgrounds like this?

I've been mucking around with a few different style lately - I thought I might go with something like this, which I made today:



Obviously they still need a bit of work, but I'm planning on using this as the graphic for my main character. My main concern is what with happen to those fine lines when I scale him, but I'll deal with that in time I guess.
#2942
That's what the 2nd and 3rd ones are intended for - I've used them in a little mock-up introduction for a little mock up game. The 4th one is intended so that the player can walk around as per the usual adventure game style and the 1st is intended for a sort of puzzle with the player's character on one pillar and a non player character on the other. I was quite pleased with the large space backround - by making the ego character have a transparent image as a view and then walking him I could pan the camera in the cutscene - this pleased me!
#2943
Ok, I risk announcing a project that may never be finished, but here are some backrounds I've tried to do up in a similar style....






I'm sorry if this is counted as going off topic... but I'd like to know whether they'll work as backrounds. I've enlarged them - the game resolution is 320x240.

Please let me know your thoughts.

Also - AmongtheFallen - thanks for doing a paintover man. I considered doing a textured version, however I did up the untextured version, and dropped the resolution and am happy with the result. But your suggestion is definately appreciated dude.
#2944
 :D Ashen, that is fantastic! I love it! It is great how they stand out from the backround! Thanks!

EDIT: Murdered Ashen's paintover:



What do you think?
#2945
Cool!

I was looking at it a bit harder though, and noticed that the 2 mountains didn't appear to be very different in colour, so I had a shot at changing that:



I still think the rocks look ugly. Like a 3 year old's drawing or something.
#2946
Tuomas: I wasn't sure about the outlines, but I thought I'd try them. Guess I was wrong.

Cat: I thought that the lightsource would be coming over the mountains in the middle of the screen, so that the shadow would sorta hit the collumns on opposite sides. I simplified the shading, but left it like that. Let me know if I'm just being stubborn.



Thanks guys!
#2947
Hey everyone.

I've been trying my hand at some different backround styles, and came up with this one which I kinda like, but I think the rock collumns look kinda ugly.



Advice would be nice, because they're bugging me a little.

Thanks everyone!
#2948
Critics' Lounge / Re: Old Man Sprite
Tue 20/03/2007 08:16:26
I thought I'd have a shot at giving him longer arms. Hope they're not too monkeyish.



I think one reason he may look like a monkey is because his dressing gown covers his thighs. Short legs + long arms = monkey.
#2949
I like it. Its cool how you did lots of small bursts rather than one big long one.

Jet - There are metal bands that don't use double kick too. And there is more to drumming than your standard hi-hat runs. But I can't tell you what to like, so go your own way.

I like double kick a lot.

Good stuff.
#2950
Hey man,

I can't see the point of this game... the title seems unimaginative, the word acidical does not exist to my knowledge (I'd use "Acidic") and the graphics seem rushed.

A little background on the main character's situation would have been nice - something like:

"The corpse upon the rope was a close personal friend of mine. As he was killed, I am angry, and now seek to take revenge upon his murderers."

Put in some effort, give us some story and a good reason why we're playing, and we'll certainly refrain from the "hatin".

Approach us with a game that you created as quickly as possible, with an unimaginative title that some may find offensive, and you may find your digital offering become the subject of "hatin".
#2951
Quote from: InCreator on Tue 06/03/2007 01:50:21
Seriously, I'm not supposed to be posting this...

http://www.increator.pri.ee/i/pull/omfg.png

...oh my...  :o

So wrong, but it fits so well!
#2952
I actually preferred the crisper lines on your first one.

But that's probably me just being silly.
#2953
Critics' Lounge / Re: Having Walking Trouble
Mon 05/03/2007 08:24:52
I take it from the way that his head faces that he will be walking off to the left side of the screen.

If this is the case, maybe just making his right leg (the one on our left) be the first leg coming forward in the animation would fix the problem.
#2954
Critics' Lounge / Re: Character C+C
Mon 05/03/2007 08:16:54
I tried a couple of minor, minor changes.



But overall I like it.
#2955
Critics' Lounge / Re: Walkcycle Animation
Sun 25/02/2007 05:13:52
I dunno what it is about the arms that bug me - maybe its just me being silly. Looking at it now, I think perhaps I need to make them a little longer, but I'm not sure.

The leaning sideways thing was kinda intentional. When I did the base sprite, I had him leaning sideways, and I thought it looked pretty cool so I kept it. I got sick of making walkcycles that are symmetrical.
#2956
Kinda wacky, but I like it. His shoe on the right (on his left foot) looks a bit strange. His left leg also looks a little funny. Other than that, it is cool.
#2957
The arms seem a little short - if I remember correctly, arms generally come down to about mid thigh level. Stand up and let your arms hang - that'll give you a good idea of it.
#2958
Critics' Lounge / Walkcycle Animation
Fri 23/02/2007 04:18:35
I decided to give the old walkcycle another shot to try and improve my animating:



To be perfectly honest, I think the arms look crap. But I've fiddled with them, pushed, re-sized, re-drawn... I dunno what I need to do to fix them.

All suggestions welcome.
#2959
Rather than saving it as a .gif, try using a .png.

If that solves the facial features problems, then my only real crit is the stance issue mentioned earlier.
#2960
36 colours seems a little over the top to me for a sprite of this size... you may also find it easier to animate with less colours.

His facial features are not very clear, even when zoomed in and especially from the side. You might want to try using a slightly bolder colour here.

His side stance is a little confusing - his upper body, including head, appear to be twisted at 90 degrees to the forward facing view, but his legs appear to be twisted 45 degrees from the forward facing view.
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