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Messages - markbilly

#61
I knew you were working with Wadjet Eye, I just knew it! :D
#62
Critics' Lounge / Re: BG - theatre - toilets
Tue 11/01/2011 00:00:57
Everyone has highlighted some important issues with the latest background but I'd just like to say I think it's great and with a few more details you've got a background brimming with character! :)
#63
That said, one of the main problems with Back to the Future is it's similarity to the basic Telltale game mould. A change would be healthy, and I think required, actually.
#64
For your consideration -- Wall-E Fan Game!

Holy crap this looks good

Nice work

Fantastic animations and sound effects



Everyone loves Wall-E and this little fan game won the MAGS vote back in May! Here are a few short reasons why you should consider nominating Wall-E for this years AGS awards:

Best Short Game

What can I say? Cute, fun and nicely captures the magic of a great animated film. At least that was the plan!

Best Character Art

I tried really hard to capture Wall-E and Eve's personalities in a pixely style that we all know and love. If you think I pulled it off, give me your vote!

Best Animations

It may be a short game, but Wall-E is packed full of quirky little (and not so little) animations. Watch in wonder as Wall-E scoops up rubbish and moves it around, just like in the film. He even folds up, what more could you want?!

Every other award

Hey, why not? ;)

       
#65
Critics' Lounge / Re: Windows windows windows.
Sun 02/01/2011 21:29:29
@subspark

Aw, cheers! That brightened up my day, especially after staring at these same few backgrounds for weeks! :)

Happy New Year, everyone!
#66
When you have drawn the city, you may want to reduce the saturation/contrast of the walls and ceiling, so the city remains the focus. The walls and ceiling contain much more complex textures than the city (judging by your preview of the other angle) and so if you are not careful this will force them to become the focus of the scene - which obviously isn't the aim.

I love what you are doing with this, by the way! :)
#67
I didn't play it in the golden age and I still love it! I only got round to playing it about 6 years ago...
#68
MY FAVOURITE ADVENTURE OF ALL TIME - and the reason why I'm now making a few of my own!
#69
Keep going with what you've done in the last edit. There is nothing wrong with takes stills from the film and painting over them - if nothing else it will give the player a sense of familiarity and nostalgia. :)
#70
To continue my point - this might be a good start:



The you just need to clean up the "dotty" bits. And perhaps even add a few shades back once it's tidy.

Ignore Indy, I didn't remove him before messing with the colours! ;)
#71
I think you need to reduce the colour depth. You have reds and greens and all sorts hidden away in the rocks and the sand if you zoom in a bit. It's what is making the scene look all grainy...

P.S. The colour depth reduction is something you will have to do by hand by painting over it - I tried in doing it using PSP and it doesn't really solve the problem that way. This probably ruins the idea of a quick method of doing backgrounds, though!
#72
Quote from: theo on Wed 22/12/2010 11:53:41
Technobabylon is what BASS should have been.

Be careful. Technobabylon II is fantastic, but you are in the midst of some die-hard BASS fans, here!
#73
Critics' Lounge / Re: Gunnery Deck
Sun 19/12/2010 16:22:17
Your style reminds me a lot of how I used to pixel.

In terms of lighting, you need to start with drawing the scene all in shadow, than lighten squares, circles, patches of it. But I'd do that by selecting the areas in whatever program you're using and altering the brightness, etc, rather than using what looks like a "lighting tool" thing, which you have now. It's exactly what I used to do and it doesn't work because it can't take into account any objects blocking or reflecting the light.

In general, it seems quite empty. Try and look up some reference pictures. Maybe populate the room with more wires and pipes running around the place - on the walls and things.
#74
Critics' Lounge / Re: Windows windows windows.
Sun 19/12/2010 15:30:22
Oh, actually there's something I hadn't noticed on the benches - I've covered the edges over with the walls. A shadow, and the ability to see the edges should stop the "painted on" illusion.

Thanks Jim.
#75
Critics' Lounge / Re: Windows windows windows.
Sun 19/12/2010 12:43:56
What do you reckon then, people? Is this latest design nicer to look at?
#76
Loving this so far. Hurrah for sci fi!
#77
Glad to hear you're making some progress with this one, Igor. I was a little worried it would get left behind after all the fame and success Snakes brought you!

:)
#78
Critics' Lounge / Re: Windows windows windows.
Thu 16/12/2010 16:13:41
Firstly @Monsieur OUXX I will definitely be adding that when I do the galss again, don't worry! :) You are completely right about it.

@Jim I like that, I was getting stuck in a rut of having the windows indefinitely high. Which was silly.

Right, an explanation of the limitations I have in the design of this room can only be explained with another screenshot, so I hope not too many people read this thread - I'm revealing more and more of the game! ;)

OK, so this is the corridor on the other side of the building, which mirrors this background.


In this vein, I've drawn the background again, taking into account some of the features:


And this is it with the foreground windows (which may not be necessary, in fact).
#79
Critics' Lounge / Re: Windows windows windows.
Thu 16/12/2010 13:46:11
There are a lot of minor inconsistencies and slight errors with the perspective in the background, but development on TLG is so far down the line now that I'll never be able to improve the art enough to be completely satisfied, without pushing it back a year or so.

I'm using the last few months of development to brush up on some of the major problems, like any background that is dull, or doesn't do its job. I'm also using the time to improve the storytelling and dialogue - which is frankly more important.

I'm having a go at re-drawing the corridor background to mirror the other corridor better, but I will have to leave the first background how it is.

I'll post up what I have when I've one a bit more on it. Thanks again! :)
#80
Critics' Lounge / Re: Windows windows windows.
Thu 16/12/2010 00:30:18
I think the problem is that all the other rooms in the game are based on one-point perspective. It would be odd for one room to suddenly be in two-point.

I'm going to sit down and sketch some ideas, though. Thanks, everyone.
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