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Messages - big brother

#241
For a system of values (morality) to exist in a world that fails to demonstate any form of perfection, man must be inborn with a sense of an exterior measurement. For example, think of the metric system in a world of unlabeled distances (since morality is a form of measuring actions). Without a perfect (absolute) meter stick locked up in a museum somewhere, evaluating distances in metric becomes meaningless. Without absolute measurements, the entire concept of judging specific distances quantitatively is an exercise in futility. "What's right for her may not be right for me" is an result of this empty reasoning.
#242
Critics' Lounge / Re: Landscape c&c
Fri 07/04/2006 20:34:47
It depends on what the background is used for. What's the goal? Writing a little more info about it could get you a more helpful critique.

If the house is supposed to be the focal point, it should be bigger.
#243
The comments on the last few Yoda C&C threads evoke the image of a group of one-eyed gimps beating up a blind cripple.
#244
Before you adjust any details, you should rethink the composition. As it is, almost every element stands independently in your visual space. More than a background, it feels like a collection of objects.

The tree, barrel, building, and skull-on-a-stick are drawn on about the same plane, making the background very static. A magic shop is not at all a boring subject and you're selling it short.
#245
General Discussion / Re: Isometric paper
Wed 05/04/2006 15:21:03
If you're doing anything for an actual engine, I'd suggest using a template of 16x16 sized squares. You line up the 32x16 isometric tiles on an higher layer with to the edges of the template underneath. Draw the iso tile with four pixel upper and lower edges, then paste several of them together to fill up the four diagonal empty spaces around your tile (the finished texture tile will be square, but must repeat axonometrically). Of your new shape, cut out the 32x16 square (lined up with the squares in your background). You now will have a rectangle that fits within two of your template squares, so you can tile without the edges overlapping.
#246
Critics' Lounge / Re: A Hunter-C&C
Tue 04/04/2006 17:00:12
A little late, but an edit nonetheless!

I think it speaks for itself...



In case you aren't listening, OMG IT'S ONLY 2 COLORS ISHEFEKINGINSANEOMGLOLZORZ!!!!1
#247
This thread makes me laugh like a maniac. What a sense of humor that Corey guy has. Or at least the moderators that edit his posts!

66x50, 16 colors


No sense letting old entries go to waste.
#248
It's obviously indexed, not hand pixelled. Next time you should trace it and clean up the artifacts instead of just shrinking it down.
#249
Critics' Lounge / Re: A Hunter-C&C
Mon 03/04/2006 19:34:07
I agree this is a total hijack. Maybe I should edit this post later with a paintover so it's somewhat relevant. :)

Binky, I understand your point. But the majority of artists hear don't have your experience. They should learn the rules first, too, before they break them. That is why low color is emphasized. (i.e. If it looks good with 6 colors, it will look good with 50, but NOT necessarily the other way around)

QuoteWhen I'm animating, each frame probably will have no more than 32 colours in it because too much shading can be slow and tediius to animate.

I see you DO agree with me.

I don't think the majority of people on these forums use DPaint (at least that should not be assumed). Most of the programs used here automate palette management, counting colors for you (a la Photoshop or the GIMP).
#250
Critics' Lounge / Re: A Hunter-C&C
Mon 03/04/2006 18:44:02
I'm not sure I understand the reasoning...

How can more colors make animating painless? A smaller indexed palette is always easier to manage than a larger one, whether or not you are "worrying" about colors. Low color is also a way for a spriter to showcase her talent through strong color choices and application.

Are you even talking about pixel? What does DOS have to do with it?
#251
Critics' Lounge / Re: A Hunter-C&C
Mon 03/04/2006 15:44:23
Well, they are GAME sprites. Better color management means an easier time animating.

PS. My paintover only used 1.5 colors!
#252
Life drawing should get you on the right track.

Adopting a cartoon style is essentially breaking the rules of realistically recording your perceptions. While not a bad thing of itself, it is painfully obvious if you draw cartoons before you've learned to draw from real life.

Whoever reviews your portfolio will be looking for technical skills and as well as demonstrations of your understanding of basic concepts like linear tangents, rhythm, and overall compostion. Creativity in subject matter takes a lower priority.
#253
Adventure Related Talk & Chat / Re: DCittens?
Mon 03/04/2006 04:02:07
How far is DC from NYC?
#254
General Discussion / Re: Content advisor
Thu 30/03/2006 21:26:58
I like the yellow and black color scheme because of the "warning" connotations, but if we want to keep the AGS look, we could always make them blue on white.

The integration idea is interesting, too. Kind of a backwards way of making them part of AGS.
#255
General Discussion / Re: Content advisor
Thu 30/03/2006 20:39:28
Just because one person complained about it doesn't mean that only one person had trouble understanding them. Once again, if you NEED the ALT tags, the icons have FAILED in their purpose (pictoral communication)!

Think about this: many games have more than just an English translation available. We can't assume that everyone speaks English, or else we would of simply replaced the icons with the labels VIOLENCE, SEX/NUDITY, LANGUAGE, since that way it leaves less room for error. But we did not do that.

If we plan to have icons, we need them to be clear and easy to understand without any text around them.

As for gay sex, the point of an icon is to quickly give the viewer information, not to describe all aspects possible for the topic it describes.

BTW, the girl can be commonly seen on big rig mudflaps.

#256
General Discussion / Re: Content advisor
Thu 30/03/2006 20:19:30


Does this make more sense?
#257
General Discussion / Re: Content advisor
Thu 30/03/2006 20:04:02
Quote from: Redwall on Thu 30/03/2006 19:18:00
The symbols don't immediately convey sex(ual intercourse & nudity) to me as well as the other icons immediately convey their own meanings.
I mean, I would draw the silhouette of a penis or boobs, but wouldn't that defeat the purpose? Ooh, I know... I will post an update soon.

Quote from: m0ds on Thu 30/03/2006 19:51:58
How about - you people are supposed to love (or at least accept) old style graphics so stop being hypocrits and leave BOYD's in there?

;)
Because the old ones are ambiguous and confusing.
#258
Nature versus nuture.

It's not that clear cut ManicMatt.

Am I the only one that finds it hilarious that a topic entitled BONE would end up being about homosexuality? Oh, sweet irony.
#259
Critics' Lounge / Re: Mercenary
Thu 30/03/2006 18:48:45
Resolution doesn't affect the numerical color values.

Hair in an egg?! wtf?
#260
Critics' Lounge / Re: Mercenary
Thu 30/03/2006 18:37:22
Yak, didn't see that Progz already edited it. Oh well, here's my take anyways.

This too is a paintover.
11 colors plus 1 for the background.

2x zoom


(original for reference)
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