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Messages - big brother

#401
Critics' Lounge / Re: Background - Jungle
Mon 02/01/2006 00:25:24
Few crits with the first image:

- No warm colors, so everything seems to fade back

- Generally good use of desaturation for the atmospheric perspective, but the river is inconsistent. It seems to be drawn to the front of the picture, even against the banks.

- The shading on the right side of the arch is confusing. Is it nearer to the camera? The shape suggests so, but the lighting says otherwise.

- The hues should shift between the "walls" and the "floor" on the bg, making the walkable areas clear and usable for an adventure game.

If you don't understand any of this, let me know. I might be able to find time to do a sloppy edit.
#402
Critics' Lounge / Re: Trying something new.
Thu 29/12/2005 18:46:12
I like the idea of varying the line width, but it needs more consistency. Decide whether the lines get thicker on the curves or on the straight bits.

Also, when designing sprites like these (that rely on more basic shapes) don't forget to flip them horizontally often (it'll help give you an idea of weight and balance).

The shading you have is too subtle. A simple, harsh drop shadow would greatly enhance the depth rather than the fiddly shading you have nibbling around the edges (they still look flat).
#403
Critics' Lounge / Re: First game ever
Thu 29/12/2005 05:20:17
While InC's reaction may have been a little extreme, I def know where he's coming from. After posting on CL for the past few years, I have developed a certain expectation of quality. When I see something that has the signs of a lack of effort, it seems to violate common sense. When someone joins a forum that's new to them, why wouldn't they read other posts to get an idea of the standards? What is the goal of posting an early stage WIP in the CL?

Perhaps my problem is with the original post itself. Piece of advice: while first impression crits can be helpful, you will gain much more insight if you ask about a specific part of your work. For instance, say I post a demo, then by the download link I write: "I'm trying to make the dialogue sound as natural as possible. Do any of the lines sound awkward?"
Basically, I'm telling people not to get distracted by sprite rips or placer art and focus on one aspect of my WIP.

Obviously, that last situation is hypothetical. I'm not saying that you meant to post about dialogue. But perhaps there is something specific you'd like feedback on?
#404
Critics' Lounge / Re: C&C on a bathroom
Thu 29/12/2005 05:07:48
I actually like the dim lighting. It definitely sets a mood, although it may be out of place when compared to the desaturated, washed-out hallway background. In Scotch's edit, the dark patch in the lower left corner is distracting (3 different hues with similar values meet).
#405
Oh and the cloud in the original looks a bit wonky, too. I guess to improve upon the composition in the original you could vary the planes of the trees on the left.

Such a cool style though. Why is it that 16 color EGA games are so rare in the AGS world (only Keptosh comes to mind)?
#406
It's great to see some sprite versions of cg characters! Good to see AGSers showcase strong designs on other forums.

Some brief criticism of the Sir Gawain sprite: he could use some darker outlines or shades... Right now he looks a bit flat and faded throughout.
#407
The remade version lacks the depth the original conveys (the values are close, so the trees lack definition from the grass). Also, the distant land near the horizon should be less saturized, not darker. The original picture works because the darker EGA green is a closer to a neutral color.

Remaking this scene is not an easy task, as the original is beautiful, simple yet powerful. Except for maybe the rocks in the lower right corner, those could use some work. The original sprites are solid, too, especially the unicorn. The only way I could like that one more is if I were a gay horse.
#408
Critics' Lounge / Re: Poem Criticism
Tue 27/12/2005 23:35:01
I haven't read them too closely, but the AA BB rhyming scheme makes it sound like it's a children's poem or song lyrics. If this is your intention, then great, I just thought I'd point it out in case you're not aware of it.
#409
Critics' Lounge / Re: Underwater background
Tue 27/12/2005 04:59:12
I would make the darker foreground shades more purple. You should make the colors you use in the background less saturated and adjust their values closer together.
#410
Oh man! This art is tops, sprites AND backgrounds! I love the style! I know this isn't the CL, but I would suggest dropping the "Nelly Cotalot" from the title. "Spoonbreaks Ahoy" is original enough without having the odd proper noun preceding it.
#411
Ok, since time is up, I guess it's my turn to post some things.
As far as the contest goes, my secret criteria was "an original character". I know it sounds cheap, but otherwise it would be impossible to pick a winner.

We should prolly make a separate competition like a "Dr. Who weekly" or something.

A few notes:
Darth: I like your direction! It seems like every competition you enter you really can think outside the box!

A-Head: Your sprite was pretty, but I think it's a little too elaborate for a game (esp the specific lighting and the exterior antialiasing).

Steve: Some of those items look familiar.... :) Good work, though.

Buloght: I liked your sprites, but it looks like they're more ready to fight than travel.

Gregor: Charming. The character has a lot of personality, and strikes me as a Mr. Magoo sort (cane, hat, glasses). Definitely someone I could see getting into an adventure. Congratulations, you win!
#412

Companies change their production lineup to pander to their target market. As console systems have become mainstream, companies realize the marketabilty of general audience games (like the situation of the early cinema and again now with the superhero flicks).

As the companies grow bigger, they become more enslaved to their shareholders (and projected earnings), and the budget becomes more important. Accountants make viability decisions, and the management reacts. Ultimately, they seek a formula of stability, to know exactly how much they can make from such and such type of game before they start it. There are a few exceptions of course, innovators like Will Wright are given more leeway.

As a result, the goals of game creation change - they want it to appeal to the largest segment possible (minimizing the fixed and overhead costs in proportion), watering down the content in the process. This explains the prevalance of licensed games (movies, tv shows, sports) today (built-in audience) and also why a lot of games today seem so generic. The bigger companies won't take a risk if they can design a game along a well worn path that can essentially guarantee them x amount of profit.

The lack of popularity with adventure games may stem from a change in the way people play games. In the 90s, people played console games to get a quick fix of more arcade type games, while computer games tended to be a little slower paced. Nowdays, companies try to maximize profit by porting games to consoles (Xbox, PS2). Since the style of console games haven't changed much (they mainly appeal to quick-fix/younger gamers) it forces the PC to conform. Remember, these companies are trying to sell the same game to both the 13 year-old schoolkid as well as a 31 year-old professional. As a result, they focus the on common elements and themes between the markets. Attention spans and lifestyles have grown shorter and faster respectively in recent years.
#413
Since, ProgZ posted a paintover, I guess it's ok if I do some edits to Zooty's, too.

Here are a few style variations I recommend (keep in mind that the sprites are pretty boring, I just didn't have time to make them cooler):

#1

Changed the background black to a dark gray. Left the bg messy but cleaned up the sprites. Now they stand out (against any part of the bg), like game characters should.

#2

Ok, this one would require cleaning up the entire bg (only did a small part, since this is my lunch break). Basically, none of the colors in the sprites are used in the bg (and vice versa). The sprites now stand out against the bg, while keeping the original dreariness.

#3

This version is the one I recommend most. The hue shifts make it more interesting to the eye. It's really no more complicated than #2. The sprite colors and background colors are still separate, but now the background uses a lighter shade (since it can now without interfering with the sprite colors because of the tints). I don't think it loses the spirit of the original.

I think Series of Unfortunate Events RPG would be cool... There could be three classes: inventor, reader, and um...biter.

(It took me a little longer than half an hour to make all three of these, so I don't think using any of these variations will slow down your production time that much.)
#414
Quote from: Zooty on Wed 21/12/2005 16:31:55
you didn't get it?

it was a band singing about gmail obviously.

Don't you see?

Oh, I got it. It couldn't have been any less subtle. Why that cheesy anim is "something EVERY Gmail fan SHOULD see" is what confuses me.
#415
Wow, thanks for sharing. When I first saw this, I honestly thought it was a joke (the imaginary friend bit). Out of curiousity, when you say "we DO EVERYTHING with Melona", who is "we?" (Hmm...collective imaginations) On the bright side, if she ever stops making you happy or leaves you, you could always invent someone else to make her jealous.

There's a tv show on Cartoon Network, "Foster's Home for Imaginary Friends" that's actually pretty entertaining. It's amazing what people on drugs can make!

I have to agree with Helm on this. Draw from real life, lots. Don't try to iconify or simplify anything yet. As far as a tablet goes, the tools are only as good as the artist. You can build a good foundation with a mere pencil and a piece of printer paper. Or a lump of charcoal and a cardboard flap from a box. Or a welding torch and a few scraps of corrugated tin.
#416
Why?

(watching the video doesn't answer this either)
#417
General Discussion / Re: If you could change?
Wed 21/12/2005 15:48:39
Just wow. How old are we?
#418
It's much easier to read now, but the original problem (though minimized) is still present. What happens to the characters when they walk in front of the curb or the gate? Suddenly they lose form, and the scene becomes confusing.

If the background black was a gray with a lower value than the other gray outlines, it might work.
#419
Try not substituting a medium-dark gray instead of black in the background, so the character outlines don't get muddled. You could also try tinting the characters if you want them to stand out, but don't want to color them traditionally. Each character could have a different hue, differentiating them more.

Alternatively, you could reserve 4 shades of gray for the background, and four totally different shades of gray for the characters. Ex: 4 lighter gray shades for bg, 4 darker for characters. That would be a good way to cultivate clear contrast, while keeping your style unique.

I think the sketchy characters will work better against a clean background, or clean characters against the sketchy, but if everything's sketchy it'll just be confusing to the player.
#420
Wacom tablets work with the latest version of the GIMP, so don't get your panties in a knot.
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