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Messages - ThreeOhFour

#2981
The Rumpus Room / Re: The MSPaint game
Sun 10/09/2006 06:12:01
The paper wrappers aren't very clear, and I took the liberty of assuming that honky tonk referred to the one always mentioned in songs so I put the iPod there... maybe not a perfect interpretation but oh well.



Next: A bowl of soup rowing a bicycle over an animal.
#2982
These are some freakin sexy pixels. Truly a masterpiece. I think the colour scheme is just so Star Wars.
#2983
I would have to agree with MashPotato. In all band logos I've seen, text is priority, with maybe a little logo-ish design to convey the image thing, but no real backrdop. Take this for example - the Bullet for my Valentine logo came straight to my mind as the name styles are similar, with the Nouns at the start and end, so I typed in. I'm not saying that this is how a logo should be designed and that all logos should look like this one, but I am saying that this logo is designed well and is nice on the eyes.



A couple of things that caught my eye were how the V is the centre point, how the less important words are in a different colour, and how the font remains elegant and dark without going over the top with complication.
#2984
Evil - extactly. The legs should be swinging heaps. Get down on your knees and try walking with your hands - its cumbersome and your torso and legs swing like a pendulum. Actually, don't try that. I just banged my head trying it  :=
#2985
Quote from: n3tgraph on Tue 29/08/2006 11:53:57Stare at a female in such tight clothes walk and you'll know what I mean ;)

HAHAHAHA! That got me laughing...

With regards to shading, I'd say try frame 2 and 3. No point going over the top and doing every frame, because she's walking diagonally, it might not look quite right.
#2986
I actually think that this style can be animated fairly simply.



I did this as a demo, going for a similar style as the first character.

The first pic is a basic trace in Paint of the first sprite posted. This is the one you would animate.

No.2 is in PSP 4 with the soften tool to get rid of jagged edges.

No.3 is in PSP 4 with the darken tool to add shadow.

No.4 is in PSP 4 with the lighten tool to add highlight.

No.5 is reduced to 256 colours - voila.

Step 2,3,4 & 5 combined took me a total of about 2-3 minutes. So if you were to do each frame of walking in the style of frame 1 and then go through and do this to each one, I think it would be a bit easier than trying to draw each one seperately...

Just my 2 cents.

Oh, and can I add that I think that those are the best sprite sandals I've ever seen? Tuomas, you are truly the sprite sandal king. Ok guys, its not THAT strange to be impressed with sandals. Guys? Guys????

EDIT: Oh, dude, its a camera? I thought it was a handbag. Oops. Ignore the bag when looking at my sprites.
#2987
Simply divine. And you don't expect to win...

I think this is very nice - a tutorial would be fantastic, but I'm sure even that wouldn't help me.
#2988
Critics' Lounge / Re: My 1st Tablet Background
Fri 01/09/2006 14:34:50
As per your usual work, very nice. I think that perhaps the tree's branches may bit a tad funnily shaped, but I may be wrong. No matter, is very very nice.
#2989
I think its a good walkcycle as it is, but as always, there are always things you can improve.

If you wanted to move the shoulders a bit as she walks, then that would generate a bit more upper body motion.

Also, though I generally try and do without shading, the way you have the position would suggest that the right leg would have her body shadow coming across it, just to help differentiate between the two legs.

If you change each arm per frame as well, it makes them look like they are always moving, rather than moving jerkily. Perhaps if you gave the left arm more of a backswing. I do realise that there is frames of a similar fashion in the reference sprite, but if you can improve upon their effort, then why not?

Aside from all this I think you have done a fantastic job. Good stuff!
#2990
Critics' Lounge / Re: Female character sprite
Fri 25/08/2006 16:27:40
Ok, here's some changes in line with your suggestions:



I had a quick look but couldn't find any good reference pics. But I did this from guess and I'm happier with the second version... thought I'd put the first version up to see what you think.

If anyone knows how the folds in the cloth should be shaded properly, I'd be grateful for a guide.
#2991
I get this as well. I live in a town where I don't know anybody, I have no tv so I don't have that excuse, and I never go out. But I still get highs and lows in productivity.

I often find that if I want to pick my motivation up, I'll try something new - attempt a new drawing style, try a new line of code, explore some new themes with dialog - whatever. Often I'll try something new and it will work and then I get pumped and do real solid work for two or three weeks. Then I'll leave it for a while. But one day I'll be mucking around and accidentally achieve something I couldn't do before and get motivated to keep going.

I think keeping it exciting and fresh helps to keep the interest. I should try it more often myself.
#2992
Critics' Lounge / Re: Female character sprite
Sat 19/08/2006 13:27:27
Argh... I go and do an edit and someone does one...

Anyway, here is the arms and shoulders fixed (I did two versions coz I'm not sure about her left shoulder...



I think that Zor's edit is pretty cool... I was worried that the eyes looked a bit anime-ish (not the style I was after). And I wasn't sure about the dark eyebrows. But that new edit is freakin sexy... I shall head back to paint...
#2993
This was fantastic. The backround graphics were fantastic and the characters were lovable. The puzzles all made good sense. Wish it were longer, but most games are never long enough. Good stuff!
#2994
Critics' Lounge / Female character sprite
Sat 19/08/2006 07:56:12
This woman in a dress I was drawing to try and have a go at showing features below fabric.





I think I placed too much focus on her chest... do I need to make lower body proportions larger, or is it fine?

And how did I go with the colouring?
#2995
Critics' Lounge / Re: Blue Car
Sat 19/08/2006 01:57:35
Woah! Death rally! I loved that game!!!
#2996
Critics' Lounge / Re: My first BG for critics
Fri 18/08/2006 15:35:22
Paintover:



-Made bottom of door touch pavement, rather than have brick gap in between.

-Changed black blob to doorknob.

-Added lines in sidewalk (trying to match your lighting).

The lighting in this is a little strange... if you look at how the colours get darker, the light would appear to be coming from above and to the right of the image. If you look at the bricks however, the light appears to be coming from above and to the left of the image. I think that it would look better if you matched the lightsources for all objects.
#2997
Critics' Lounge / Re: Blue Car
Fri 18/08/2006 15:15:29
I had shot at doing windscreens.



Created one new shade of grey to do this.
#2998
Sorry about the sausage comment... was trying to describe what I saw, not trying to offend or anything.

If you want innocent, then lay it right on:



This one is in your resolution. I changed couple of colours, but personally I think that shading is secondary. Make sure you have the shape right first.

And OMG your new version is EVIL!!!
#2999
I think you should make her facial features more female. And I think that you should make her look more evil trying to look innocent. And I think a lot of things and am generally wrong.

Here's some quick black & white MSPaint work to show you what I mean...



One innocent, one evil. Both sorta scare me.

I did the resolution too big - I am not very good at doing emotion in low res, but you can see how her face looks more feminine... I know she's not exactly a little girl but this should give you ideas. I hope.

The hair in your version looks like somebody is resting a black sausage on her head - make it a part of her. Hair generally tends to blend in with the head...

I dunno if any of this makes any sense to anyone but me, but there's my two cents. And this sprite would be perfect for a ROTN game. The first one, that is.

And ignore the proportions on my pictures. They're wrong - as usual. I failed art in high school.
#3000
Yes, absence of tail was most certainly the first thing I noticed.

The walkcycle itself is ok, but the legs seem to be going in a back and forward motion rather than in a circle. If that makes any sense. If you watch people's feet when they walk, the feet themselves make a circle. If you try to keep in mind that the motion of the feet should form a circle (elipse, rather) then you should be able to work out motion of knees and hips afterwards. At least that is how I do it.

As a bit of a branch of from the move toward realism posted by Al_Ninio (which still leaves him looking a tad hunchbacked), I thought you could perhaps go all the way cartoony, and give him human-esque proportioned. To show what I mean:



Obviously the lines are a bit basic and so is the shading, but MSPaint is my master and I must obey its every word.

I think you're doing well. If you can draw like this at 13, you'll be showing us how its done in a few years time. Keep practising and you'll do very well. And dude, you're another West Aussie!!! Good to see a fellow countryman (and stateman or whatever) around the AGS forums.
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