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Messages - Weston_Kaunk

#41
@Mow

"little story too for that fantasy game and there would be a huge open world where you can kill every single character if you want"

How would you figure to prevent game breaking kills then? If quests/world exposition is delivered through characters.. are you figuring a 3'd omniscient narrator?
#42
I was able to learn Premiere to the degree of being able to make an entirely competent music video in five minutes(movie scenes cut up overlapping song), only need a pointer from a friend twice, other than that I just learned clicking things. Really easy to learn the basics that make work look professional, few tutorials and I bet you'd be golden for whatever project. I would.. download Premiere for a test run to see how much you take to it before investing in the more costly option though.
#43
Update


(think I actually like the still over the animated one.)

I changed to bi-chromatic and cut down the number of shades I used so I could focus on learning my dithering and not worry about hue. Also started the animation bit, just need to detail the plane, do a vapor trail, and delete my palette :P. I'm a little if-y on the dark spots, not 100% if my dithering just turned into noise or if those spots are just still too dark. Any thoughts?
#44
Ahhh, I gotcha. Yeah, I really need to learn how these programs work. I just use pen tool.

OH MY GOD

Somedays I just want to spend the week working on background. Then I remember I can't script for crap and it's pointless until I learn that. :P
#45
@bicilotti, that's a really good point. I'm gonna do a recoloring see if I can get the hang of this :P

@ghoast, thanks a ton for that link. Really cleared up a bunch of that for me. I'm very new to this(the actual making of projects). You mentioned soft brushes, I tried to look it up. What exactly is a soft brush? Is that like if you change the transparency or something?
#46
Quote from: Stupot+ on Wed 08/01/2014 21:30:01

I think she kept the "in the" on a separate line because if you have your logo lined up like that commonly --with the seconds people use to read logos-- there would be a percent that read it literally. "Beauty in the Hope & 21st century" the bit after the 21 isn't so crucial because people are trained to read the bits that follow after numbers like that, but if you include "in the" on the same line as Beauty it will be read as a part of that line.

Any one on the 2nd or third column would work for what you want, though I don't know how much they'd work with you art. In light of your art personally i actually wouldn't pick any :/ She's basically only offered you five layouts and just (far as i can tell) changed the font. The kind of art you have there and what it seems you're going for she should be designing a new font. A standard font on a unique image takes away from the image. Plus (if she had access to the art) the thumbnails she sent back should have some examples of the layout in use on the album cover, not divorced from the image. :/

Even if it's a pro bono gig all she needed to do was use the morph tool(assuming this is in illustrator, should be with a font) and morph two of the fonts you like. Just take each letter, vector it, then morph it to whatever number (prob 15) and line up each morph trail and you have 13 original fonts to mix and match from. Would take like fifteen minutes tops. Once you got your font she could spend a skype shared screen or meet with you and mess with layout and her ideas for ten minutes, just having a cut of the font over the artwork and move it around until your content. You can still keep a simplistic font style for easy reading, but it'll instantly become more dynamic and distinguishable from the "I use Microsoft word" everyday fonts, can't believe I'm using this as an example but here. http://wideeyedsmiles.deviantart.com/art/GasmaskCover-265235491 is an example of a font morph I used. I used a typewriter and comic sans maybe..was a long time ago, don't remember the second font, I was going for a "in need of repair/apocalyptic typewriter" then I just re-sized bits and grabbed letters from the different outcomes of the morph and mashed it together until I felt it had the look i wanted.
#47
I'm making myself an avatar for the forums here and general internet use(never made my own before)

It's not finished yet, but I'm new to the dithering(I've learned it's called)type of shading and I wanted to know if anyone had any personal tips that they've learned when using dithering kind of shading. This is kind of a test run, for my game I'd like to have a kind of crosshatch comicbook approach to dithering. If anyone knows of some examples of pixel art that look comic book, that'd be really awesome.

I always wanted to make one of those start-to-finish things so I found a free gif making site and started.. and I really don't like the site if anyone knows a freeware program it'd be really appreciated.








Mostly I'm skeptic about my palette use.
I'm worried the color use on the glasses frame isn't right, I think maybe when I include the glare on the lens it might look better because the light source would make sense with the shine on the frame. and I'm really not sure about the dark shades on the forehead and under the eyes. I can't upload the picture of me I'm basing this off right now but the colors on the forhead should be much more grey and the stuff under the eyes more grey pink because of the lighting in my room, but I just can't figure out how to get the that color.
What do you guys think?
#48
Critics' Lounge / Re: Which is scariest?
Sun 12/01/2014 19:39:43
I feel like the low res version is best as it allows the player to imagine more of the details. I think that's just something inherent in pixel art, you're more suggesting details then stating them, and the player's imagination is the most important tool in developing horror games I'd go with that. The animation was creepy, did not notice it as first. But it's only creeping in the context that we all thought it was a stationary object, and I don't know if your game will have that same context of the monster standing still enough for the player to notice. I think it's a wonderfully designed monster, but honestly the effectiveness of a monster is determined on its environment and how it interacts in/with that. If this is a monster that hides in a cornfield, it hard to see in the shadows, or whatever to the effect that it can easily creep up on the player, then this is fantastic. Great design and I'm looking forward to see your movement animation.

Oh, low res to high res. Defiantly low res. Low res will make it infinitely easier to hide the monster in without requiring alot of detailed bits and result in a larger file size for your game as a high res would. I think you'll end up with much more bang for your buck.
#50
So, I probably missed it. But is there a thread for just art crap. Project I'm working on is going to have a metric ton of art and I was wondering if there was a place for me to let loose my children for public ridicule? .. and suggestions/hints art and tips, those too.
#51
Quote from: Adeel S. Ahmed on Thu 09/01/2014 23:31:17
PS: You said to call you Steve or Wes, 'whatever floats your boat'. What if I told you, my boat can carry both!? :-D
XP
SteveWes,is also perfectly acceptable.
I'm really excited about getting to work with this program and share with you guys whatever I come up with. I've looked around a bit and I'm really impressed with the work this community has come up with. I think joining this community is going to be a great new chapter in my game making career. 
#52
Hello everyone, my name's Steve. (you can call me Steve or Wes, whatever floats your boat) I'm 21,a student at UWP and love game design. I've wanted to get into ags for a long time, finally sucked it up and started messing with the program. Glad there's a community I can come to for help when I make completely incompetent, why-don't-I-see-what's-wrong, mistakes :P. I look forward to getting to know you guys, playing your games, and just learning with a community that loves making games like I do.

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