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Messages - Warg

#21
This is my attempt... scary! :-\

#22
Critics' Lounge / background for C&C
Mon 31/05/2004 09:27:36
hey fellahs,

Been working on this for a couple of days. It's my first bg and some feedback would be nice. I know the perspective is pretty strange, but thats what I wanted. Not sure about clouds/trees.

Feedback appreciated.



cheers
#23
wow, you guys are hard to please - which is a good thing  ;D

The legs are a hard one as I've got no idea how to draw a fat man's legs walking. As for the shape of the body not changing... Hmmmm, looking at him moving in AGS I don't seem to notice it. Maybe it's more noticeable because he's moving on the spot.

Anyway, today I'm going to take a break from this guy as it's starting to drive me batty, and work on my first background which I will post for some more C&C.

Cheers
#24
ok, i've updated him a bit. Fixed the neck and head issue I think. Gave him an arse in all frames.

Tell me what you think,



Thanks
#25
thanks for the feedback fellahs... I'll re-do the shoulders and arse.

As for the hands, well I had a nightmare trying to get them right and ended up resorting to the closed-fist look. I originally wanted it to look like an ape scraping his knuckles along the ground.

The two versions are pretty much the same except I removed a couple of frames in the second one where the arms look like they swing too high for that type of walk.

Cheers

Any more advice will be greatly appreciated.
#26
Critics' Lounge / character animation for c&c
Sat 29/05/2004 11:59:40
Hey fellahs,

This is a follow up post to my last one on character creation. I have come up with this fellow...



and a cut down version, trying to get it to look better.




I need some help on this as the guy doesn't look like he is very smooth or something... There is something about it I don't like.

help.

Cheers
#27
Hey fellahs, thanks for the reply

THe game I'm working has really dark content. I think the CMI style works well with this, assuming I can get the backgrounds done right (now there's a headache!).

I've decided to go with larger drawn (2/3's of A4) images using .7 then resizing them once in. I did a 16 frame walk cycle using smaller drawn images and I couldn't put in a lot of the detail I wanted.

The biggest problem I'm having now is drawing the frikken hands. Anyone know good methods for hands?
#28
G'day fellahs.

I've been going through these forums over the past couple of days, have read the online tuts, etc.. And need a bit of help. YOu see I'm currently trying to make my own little adventure game (as we do) and am stuck on the best method to do (animate) the characters.

I'm really tossing up between two methods, the older style (Monkey Island 1 & 2, etc) games of fairly small characters, but with pixelated shading. Or my preferred style, like that seen in the CMI, where the characters are a lot larger but aren't actually shaded.

The way I see it, the CMI animations seem a lot smoother, I'm assuming because there are more frames for each action. Now I'm happy to sit there with my tracing pad and draw each frame, but is the CMI method plausible to do on AGS? Afterall a sprite can only be 640x480 correct? Whereas the CMI would look better at 800x600 (I know you can do 800x600 backgrounds but what about sprites?) and is there a limit on how many frames you can use per cycle (I know I read this somewhere but can't find it now).

My biggest problem seems to be that scanning in the images. To do an image at 250 DPI means that the image is really big, but when I resize the image (I'm using photoshop 5.5) the lines often get blurry. What is the best width pen do you think for drawing characters? Currently I'm using .5 and .7 - and should I be physically drawing the images at the size I want in-game or make them larger to fit more detail in them, then resize them once scanned in?

Sorry about the messy post, I thought I had a single coherent question till I started typing.

Cheers
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