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Messages - frenchllama

#21
Since this location is set in daylight, i've modified the kitchen to be more well lit as in loominous' second edit.
Also changed the fireplace so it's deeper. Good point, I didn't notice that.



Should the colour difference between the window and the fireplace highlights be more obvious?
#22
I've tried to take what loominous suggested and apply it to the kitchen. I think it's a huge improvement and I'm pretty happy with it now. Cheers  ;)

Note, this is one of 5 backgrounds so the fire does actually animate and the highlights flicker accordingly.

Thanks again for all the feedback - I'll post further developments of the queen's room soon hopefully.
#23
Ok i've only had time to tackle the Queen's room, but here's my latest edit



I really like the idea of using the cauldron to throw light on the room as a secondary light source - thanks Snarky  ;)
I've also knocked back the purple filter as yes, it was overbearing.
Also, I've added a suggestion of where the primary light source is coming from - a high window or skylight - but I'm not sure if this works or not.
Is it too similar to the dungeon, without actually adding anything to the room?
Finally, the cat is actually stuffed, so I wont need to animate it, but to add life to the background I might look at making steam drift up from the cauldron.

Thanks for so much feedback! I'll definitely be changing the kitchen now and make the lighting more intense and warmer - that reference photo is really useful.
I'll post the edited rooms up soon hopefully.
#24
I'm having trouble making my rooms look like they're from the same location, or even the same game...

The game is set in a castle and thus has a dungeon as well as kitchen and other quite different rooms. My problem is that they don't look like they fit together...

This is my first adventure game attempt and although I'm completely inexperienced with this whole thing, I'd like to make the artwork as engaging as possible.


This is probably the worst one. It's a room at the top of one of the castle towers, inhabited by the queen, who is obsessed with witchcraft and the supernatural, etc etc. Basically this is why I gave it the purple colour filter, however, it just looks so out of place compared to the other shots. Without the filter it looks even worse though  :-\


Kitchen.


The dungeon also uses a colour filter, this time blue. It works fine individually, but look at it compared to the other rooms...it looks so out of place.
If I remove it, however, then I lose the atmosphere I wanted for that location.


Stable.

Any ideas?

Feedback on anything that could be improved in each room would be great, as well as to the rooms homogeneously.
#25
Thanks! That link helped a lot.

This is a screenshot of the inventory GUI (the scroll) which is a png with an alpha channel. As you can see, the button (also a png with an alpha channel) has a strange black, pixellated border instead of a soft shadow.
Also, notice that the GUI background itself works fine.



All of my images have alpha channels apart from the backgrounds, and a few of the 'walk', 'interact', etc buttons.

And yes, that message pops up every time, so it's all imported properly I think.
#26
Ok...I'm going to sound like a total internet newbie, but how do you host an image to post on the forum, since you can only insert a url? I guess there are sites to do this, but I'm not in any way savy...  :-[
Sorry about this.

In answer to your other question, yes the GUI background is also a png, as are characters and objects.
#27
I'm using .png format images for most of my graphics so the edges will look seemless, and this works fine for objects, characters, etc.
However, the GUIs seem to ignore the fact that it's a png and it disregards the alpha channel, displaying really horrible-looking buttons and inventory items with pixelated edges.
What's weird is that when you have an inventory item selected (ie, it becomes the cursor), the alpha channel works...
Any ideas?
#28
Oh oops. It actually works fine. I got confused because 1. It initially wasn't working for another reason (a typo) and 2. Because the 'if' normally turns blue and for some reason I didn't actually try it out after the first problem :-[

Sorry!

#30
Is there any way at all of using 'if' statements in dialog script? It doesn't seem to recognise it, even when you indent the code.
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