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Messages - markbilly

#81
Critics' Lounge / Re: Windows windows windows.
Wed 15/12/2010 15:18:05
I've tried to incorporate what everyone has said:



I really HATE this background. At least with the other one it still looks pretty good, regardless how 'wrong' it is.

P.S. @Khris it is an in-game screenshot and I was playing at 3x nearest-neighbour - so I just resized it 66% in PSP, which cocks it up a little.
#82
Critics' Lounge / Re: Windows windows windows.
Wed 15/12/2010 01:21:49
Any ideas what's up with them? As far as I know they are technically correct.
#83
Critics' Lounge / Re: Windows windows windows.
Tue 14/12/2010 20:37:53
There are only two sloping windows in the game - the rest are totally vertical. So it might be wise to keep the reflections there for consistency. I made turn them down a bit though, and try and add some reflections from inside, like of the neon lights.

Most importantly, though, is sorting out some detail on the other background.
#84
Critics' Lounge / Re: Windows windows windows.
Tue 14/12/2010 18:38:46
@anain

I just wanted to break things up a bit. There is another corridor-type room on the other side of the map, and I drew that from the inside, looking outside. I didn't want to basically copy the background, that would be boring. I hoping, if there is enough detail on the outside of the building it won't look empty.

Also, there are only a couple of vital interactions in this room, so the utility isn't so much of a problem. Oh, and the people's heads are only cut off because that's looking through a door into the next room. There are a few characters and object in this room, I've just posted the raw imagine, rather than an in-game screenshot as with the first.

@Ali

So you reckon the stripes on the sloped windows should be like the others? - i.e. "parallel".

Yeah, I may up the opacity on the outside reflections, as these would be more pronounced, because the reflection is bouncing "back into the viewers eye", so to speak.
#85
Critics' Lounge / Re: Windows windows windows.
Tue 14/12/2010 17:28:51
All taken into account:



and
#86
Critics' Lounge / Re: Windows windows windows.
Tue 14/12/2010 16:36:12
OK, I'll have a crack at that. They are all parallel, though and all the same stripes copied and pasted. I think it's just an optical illusion that make a couple of the them look 'off'.

#87
Critics' Lounge / Re: Windows windows windows.
Tue 14/12/2010 16:05:17
?

#88
Critics' Lounge / Re: Windows windows windows.
Tue 14/12/2010 15:38:56
Yes, sorry. I should clarify: I plan on using a semi-transparent layer. It's what to put on it that is troubling me.

How do the background windows look?
#89
Critics' Lounge / Windows windows windows.
Tue 14/12/2010 14:28:12
It should perhaps be glass glass glass, but anyway:

I'm having trouble making the large windows in my backgrounds look like they have glass in them. I think I've cracked the 'background windows', but this one scene has glass in the foreground. What do you reckon?

Background glass:


Foreground glass:


They are both x2 resized. The second background is unfinished, in fact, the foreground for that one I'm having trouble with in general. It is supposed to be from outside the building, looking in. The building is VERY high up, and a bit shabby, so it's going to need more detail and some sort of fog layer.

Two questions in one thread, I know, but it's getting close to the end for backgrounds in TLG and these are my last few issues.

Thanks, everyone!
#90
Critics' Lounge / Re: Pixelling & Texture
Mon 06/12/2010 10:08:43
Spot on, Khris!

I like Pinback's detail, if you can work some of that it to make the place look more crumbling it will look fab.
#91
Critics' Lounge / Re: Pixelling & Texture
Mon 06/12/2010 00:03:36
Is this the basement where McCarthy hangs?

I also think there is something wrong with the shafts of light on the wall.
#92
AGS Games in Production / Re: Primordia
Thu 25/11/2010 18:34:36
Those are really great. They have heaps of character - your style is very unique!

Can't wait for this! I'd love to see some animation, it's always hard to judge a game without seeing it moving... ;)
#93
Hey, theo? Fancy taking a look at the backgrounds in my game? ;)

It was a pretty nice background anyway, but wow!

One thing I do think is important is the shape of the main building. The curve-ness (in the vertical direction) does make the composition rather funky.
#94
Black out lines being almost impossible to go back and change was one of the reasons for the big Longevity Gene re-start.

I think it can work for you, though. Especially if the backgrounds are nearly all done. I started again because it was taking ages to draw anything and I stopped liking ho it all looked.

You should add an outline to the main character, though, so it all looks consistent.
#95
I had always been a keen artist as a kid, and it's something that AGS has brought back out of me. Pixel art is something I learned - and I'm still learning because I'm a bit rubbish - by asking experts and other AGSers online.

Writing stories is again something I did a lot when I was little. It is all down to reading books, watching films and having an active imagination, I suppose.

Scripting is my weakest link, really. I have been interested in programming since learning HTML and then CSS when I was about 14 or 15. I have to code in C a fair bit at uni but I find it all rather dull.

I have learned nothing from my degree.
#96
Just don't go thinking they are the be-all-and-end-all. You can do a lot more with a walk-cycle in terms of character than I have here. They are still very basic.
#97
@abstauber @Ooki That's fine, I just hope it can help. :)
#98
Quote from: Snake on Tue 26/10/2010 22:02:05
Holy shit, he sounds just like him!

I wish they would give us some screenshots of the actual game, though.  I feel like we're being yanked. If it's going to be released this coming winter, which is literally right around the corner, I would think they'd have some gameplay to show us - not just concept art.

If you look at the first dev video, there is a sneak peak of the characters talking to each other...
#99
The animation is fantastic!

And it all oozes character! :)
#100
Hey, this has been pretty damn useful actually. I didn't realise I forgot the 'in between' shading on the up-cycle, so the highlights flick on and off, rather than being continuous.

Can't believe I missed that.

I may change the waistcoat thing, too. :)

ANYWAY: I've taken a look at the most recent edit zoomed up and you've pretty much cracked it on the arms. If you do the same with the legs - i.e. not be afraid to let there be no highlighted area for the frames with the leg furthest back - you're sorted.
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