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Messages - fovmester

#321
I have one use for the rotate-thingie:

If a character for example throws something (and it isn't a dart or something similar) it'll probably rotate while flying. It will actually look kind of stiff if it DOESN'T rotate! Of course you can do an animationloop for it but it'd be much easier to just rotate one sprite.

Another use for it:
If you have some kind of pendulum which moves back and forward the rotate-command would also be useful. The pendulum doesn't necessarily have to be a grandfatherclock-pendulum but could just as well be something hanging from a thread, like a human or something. A rotate command would actually make it possible to have the human speak or do some other animation while dangling back and forward. Which would be quite hard to do with animations.
#322
Either Mandarb's version or #1. But lose the black outlines!
#323
Ok, I can see what you all mean. I've changed the direction of his rightleg (the leg that's on the right for him) so it won't look as if he's bending impossibly. Thanks for the feedback! :)
#324
Quote from: prowler on Wed 29/09/2004 22:17:19
the background is cool but that new character looks really weird. maybe he's a contorsionist? ;)

What's a contorsionist?
#325
PROGRESS REPORT:

11 ROOMS MADE (OF 20)
10 rooms made (of 17)
8 new characters made (of 10)
One cutscenebackground and some objectgraphics has been finished.

The total number of rooms has been changed from 17 to 20 because I realised I couldn't reuse the same background for four different rooms (If you don't understand how I could've ever thought so then know that you'll see why when you play the finished game).

Here's a new screenie:



Some might've seen it in the critics lounge before, but you haven't seen that new character.

#326
Critics' Lounge / Re: Knight needs help
Mon 27/09/2004 06:19:01
The knight is just beautiful if you change the wide mouth. But the sword is like half as long as it should be and is held at a wierd angle. Look at the hand. The sword should be aligned to the back of his/her hand. As it is now it's not.
#327
Critics' Lounge / Re: Sleepy tune
Thu 23/09/2004 08:49:47
Yawn! Works wonders... zzzzz    ;)
#328
That's just wonderful! Release in the end of september, you say? That would mean we'd get our hands on this baby in just another week or so! I can't wait that long!!!!
#329
Critics' Lounge / Re: Which Chapter Screen?
Tue 21/09/2004 06:16:50
Definately the first one.
#330
I always do it twice as big as the end product. That's enough for me. Don't make it too big because then you'll paint details that won't be visible after you've shrunk the picture.
#331
Critics' Lounge / Re: Logo opening animation
Mon 20/09/2004 06:13:48
Nice idea! Make it just a bit shorter and there you have it!
#332
AGS Games in Production / Re: Trippin'
Mon 20/09/2004 05:55:57
This looks bloody good! Please finish it! :)
#333
Quotebut I noticed there is a bubble that appears outside of the fish bowl.  Just a minor thing, but I figured I'd point it out before it made it's way into your game.

Actually it wasn't DanClarke who made that animation. It was ProgZmax. So I don't think there's a risk of it making its way into DanClarke's game. There's a big chance he'll animate it in a similar way, though.
#334
The tree, house and bush doesn't really blend into the rest of the background. Try using a soft blur on the edges just to get rid of the sharpness. After that I think it'll look great!
#335
Thanks for all the crit! :) Good and bad.

I think I'm satisfied with this background now and will move on to other parts of the game.
I've "hazed" all the other backgrounds which contains mountains or other far off scenery so all the backgrounds have the same style.

Thanks again.

#336
Great looking head, man!

No modifications needed.
#337
Those new characters were really good! They fit into the backgrounds much better than your original ones. Keep on going!
#338
You should do as Mandarb showed you: Paint the window-wall darker than the rest. Since no light will fall on it, it'll be in shadow. And the floor colour does blend in too much with the furniture. Those grains looks like a good idea, though it could get tiresome to do.

That poster in the edit adds some character to an otherwise quite standard room. Good work! Keep on adding details and you'll have a solid background soon!
#339
Oops! Sorry Pelican. Prejudice, you know. I was just too lazy to check out your profile. :(

Here's a new version:

#340
Thanks all of you. You've made some really good points! A special thanks to Pelican for his special expert tip. The heap is something I really will consider adding. As well as some tools (thanks strazer). About the mountains: I've actually seen mountains with even stranger peaks than these! So they're not THAT unrealistic.

Quote- what's with the breast hill on the right in the background?
Well, you'll just have to wait and see. But I can tell you that it's NOT a gigantic breast. :)

QuoteBut you should post your game instead of your amazing art! Agreed? How's it coming?
It's coming. Not too much left to do. Give me another two-three months or so. ;)
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