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Messages - seaduck

#141
Critics' Lounge / Re: Broom Doodle sprite
Wed 11/01/2006 18:06:34
Quote from: DonB on Mon 09/01/2006 18:33:56
And wich witch is that?Ã,  :o

Well since I wrote 'Petrificus totalus' under the avatar, somebody might think it's the witch from a certain bestseller who uses the same spell on poor Neville.Ã,  (But it's not ;))
#142
Critics' Lounge / Re: DOTD Side view
Wed 11/01/2006 15:52:08
Hi Victor!

I knew you wouldn't like me to mess up your guy, so I kept the changes to minimum.

Edit (very sloppy):


- pulled up his pants
- added some buttocks
- added a second arm (turned his torso slightly left & pulled the left arm back)
- relaxed his shoulders

Hope this helps...
#143
Critics' Lounge / Re: Test Character (Style)
Wed 11/01/2006 11:42:23
Wow a sexy alien babe, cool!

2x


changes:
- more human proportions (bigger feet, hips, moved the waist higher, etc.)
- stance: contraposto
- big black eyes
- green hair (an alien must haveÃ,  ;D)
- shading
- uses only 1 more color than the original
#144
Hi!

Like was already said, it's thrilling to know you're working on a game project!


Please consider using an efficient/simple control system. The controls of most AGS games are so complicated and cumbersome!

My favourite control systems are from the Cocktel Vision's Goblins 3 (or Gobliins 2) (simplistic) or from the Polish game Teen Agent (less simplistic, still higly effective).

It makes no sense to describe them in detail now and here, but the basic idea is that you have only one/two types of interaction (describe, interact) and most actions are accesible by simple mouse clicks.

Goblins:
Ã, left-click: interact
Ã, right-click: inventory

Teen Agent:
Ã, left-click: describe
Ã, right-click: interact
Ã, top-screen-edge: inventory

Plus, dialogues are linear (no choices) and in case of Goblins, no inventory-inventory puzzles.


Something like this would be my choice when making a game, as it is effective, and boils down to the essence of adventuring, removing "puzzles" which are just TOO obvious (click through all the dialog options, TALK to person, however TAKE a rock).

I'm sure many people will disagree - but I just wanted to note that a game doesn't necessarily need neither 9 interaction types, nor dragging non-linear dialogues, nor inventory-inventory puzzles.

Good luck!

EDIT: Of course the "Talk to Lloyd" puzzle is totaly unobvious and hilarious  ;)
#145
Critics' Lounge / Broom Doodle sprite
Mon 09/01/2006 17:46:58
Oh no, not me again!

Just a really fast doodle + tried some heavier shading. Just wanted to show you, because I think it's kinda cute.


Original size: 99x78
Colours: ??(few)

Oh and I think I'm gonna make her my avatar for the time being.

EDIT: If you think you know which witch it is then you don't because it's just a witch. (Not THAT which, which is certainly one of my favourite witches, however).  ;D
#146
Hold on there guys, you're making me blush  :)

DanClarke> Yes, I agree, the horizon probably should be.. horizontal.
Dave Gilbert> Sorry, couldn't help it.
Revan> I made one side lighter because I thought it would look better. (similarly with the horizon I ). I was probably wrong, and made it confusing.
All: Thanks.
#147
Big Brother: Hey, no problem ! ;)

DonB: Yup, it was for the BG blitz, not for a game, unfortunately (now that it looks so nice thx to Darth ;)) I considered severing the head instead, but then nobody would recognise it  :P




- redid the suggestions from Darth's paintover
- added dithering to the statue's robe and hair
- right side: changed the coastline a bit and added some lights
- interior: antialiased the lights, added furniture, etc.

#148
Yes... I guess the image really IS confusing.... I didn't realize that. Since it seems noone reads what I write (yes, I did mention those were antigravity podsÃ,  :P), I quickly made an explanatory animation:

(Darth, I love your paintover, I just made this prior to seeing it!)



Some explanations:
- It's not going into a game - that's why I left out the walking area (a parking ramp)

- I originally put in only a few lights on purpose (destroyed city slowly recovering)
- didn't shade the surface of the Moon sphere (because it's a back-reflective, not a diffuse surface, Lamberts cosine law doesn't apply - it doesn't get darker with increasing angle)
- the skyline is actually a horizon - I made it sloped and drew houses on it for the sake of composition (but it's confusing, I confess))



big brother:

The very fact that you comment my picture is great encouragement for me!Ã,  ;D
I admire your work greatly!

You're perfectly right about the skyline, and the lack of sprite-usable space.

Darth Mandarb:

Great paintover! I think you fixed it, now it's much clearer! I think you made it look 100% better.
And you actually figured out what's in the picture. I'll incorporate all your ideas - It's a shame this image isn't going to a gameÃ,  :-\

I really appreciate getting advice from you two, guys! Thanks!

#149
The place to look at is cartoons (obviouslyÃ,  :))

This is from the new Spiderman cartoon:


It's a maintanance-worker fleeing from a monster in his car. In the right image he's dodging some traffic.

There's also a great camera angle in Inspector Gadget - Out to Launch, where Gadget pursues Brain in the Gadgetmobile (and he's driving REAL fast). Nut unfortunately I don't have a screenshot. I tried to reproduce the idea, but probably didn't succeed much:



(Looks awful, but the idea is:)
- view from the front
- he is leaning forward, his head close to the wheel
- thus his elbows are wide apart
- he's clenching the wheel real tight
- his eyes are narrow an he frowns with concentration

Note also that switching angles, internal/external view, detail/overall view adds a lot of action
#150
Great ideas all! I tried to fix it:



- lightened interior of the Moon
- made the arm look torn off
- added some small waves bouncing off the shore (sorry, have no idea what else to do about it.. perhaps somebody could tell me how to make the water look more like water...)

As for the Moon, I still left some dark spots, because the surface of the former interior is highly uneven and casts shadows. (BTW from a physical point of view it would hardly stay like this for long - gravity would make sure of that. But I saw this in the movie Time Machine and loved itÃ,  ;D)

Thx, I think it looks better now!
#151
taffytom:

Yes, it's hovering in front of the statue, those two round things extended from the diner's body are anti-gravity pods. (Two more are in the back)

As for the ground, you can see water in the lower part of the image (as the Statue of Liberty stands on an island close to Manhattan) and there's Manhattan covered in darkness with a few lights in the middle background of the image.

nihilyst:
Thanks! The arm - I forgot about the arm, you're right!
#152
Ladies and gentlemen, welcome to the most atmospheric diner in Old New YorkÃ,  ;)

2x


Size: 320x200, square pixels
Colors: 53
Time: ~10-15 hours netto

Hi, I started this for the Postapocalyptic Diner BG blitz, but didn't have time to finish it back then.

As you can hopefully see, it's a hover-diner parked at the damaged Statue of Liberty, close to what used to be the proud Manhattan.

It could still use some work (diner interior, missing walking area), but it's taking too much time, and the contest is long over.

Throw your crits at me!!
#153
I like this idea very much!

Note 1: The GUI should be in the same resolution as the background, and should be fitting in style.

Note 2: You should work on the walking animation to make it loop seamlessly.

Note 3:
Quote from: GokuZ on Wed 14/12/2005 02:01:45
Will Also Contain '3D Cutscenes' Be amazed as the 2D backround and characters will become 3D To add real depth and drama to the story.

I'm not a big fan of 3D in adventure games. Rather than adding depth to the story, it adds megabytes to the installation file.

While you can do cool camera movements in 3D, creating 3D objects and locations is so tedious, that you will usually end up with so few details, that everything will look flat and dull. (Ok, I admit it, I'm just crackers about 2DÃ,  ;D)

IMHO everything else is much more important to make a catching story: good storywriting, choreography, camera, editting, animation, backgrounds, dialogues.

I'll be looking forward to playing this, good luck!
#154
Critics' Lounge / Re: My first game character
Mon 12/12/2005 12:58:30
Hey, this guy is cool!

I think he'd look better if you changed the colour of his clothes. Blue and green don't mix well. Examples: (quick and ugly)



These is just the first that came to my mind, use any colour combination that doesn't clash. Some details would be nice too. Sorry though, I don't have time to draw them. I should be doing my homework instead of writing thisÃ,  ;)
#155
Oh, there are so many lovely entries this time!

It's a real pity I have so much school work that I won't be able to finish my entry, no chance. Sigh. And such an inspirating theme (the apocalypseÃ,  ;)) and I have already progressed a lot with the background.

Guess I'll just have to post it on the critics lounge when it's finished (which could be anything from Christmas to JanuaryÃ,  :'()
#156
Critics' Lounge / Re: First background.
Sun 11/12/2005 11:22:15
Well, that's much better.

You could also try changing your point of view, let's say rotating the camera by some angle, 45 or 90 degrees or so, to the left or right. That will put the rock on one side, lake on the other.

With the new point of view you will be able to define the shapes of the rock and lake more and make them more recognizable.

I draw a super-fast sketch to illustrate the idea:



I left the perspective lines in.

Don't know if I am close enough to your intentions.
#157
Critics' Lounge / Re: Main character's voice
Fri 09/12/2005 13:41:51
I agree, intonation and technical quality is very good, the middle part is totally incomprehensible. Perhaps you should try to speak more slowly and try to pronouce properly all the time.

Anyway, voice acting is something terribly difficult (at least from my point of view) and I think you're doing great!
#158
Critics' Lounge / Re: BG c&c yo rly!
Tue 06/12/2005 22:50:31
Quote from: vict0r on Tue 06/12/2005 20:58:49
It is supposed to be empty, but more objects are probably coming.

I'll have to criticise this. This is a wrong premise. Rooms should be full of cool stuff to look at. Ok, let's imagine that it's very important to the story of your game, that there is this room, completely empty, just with a screwdriver in the middle.

My solution: Remove the room completely - it's useless. When the character enters the door, let him return after a little while and say "That room's completely empty! But I found this screwdriver." Oh and if you need more than one screwdriver, just move them to a room that is supposed to be less boring.
;D
#159
Looks nice.

What strikes me about this room is that it's SO EMPTY. Come on, it's living room, not a monastery cell. Even my school flat, which is so boringly empty, is full of stuff comparing to this. I'm sure your living room doesn't look like thatÃ,  ;)

You might try adding:

- fillets (at least my dictionary says that's the word for those wooden planks at the edge of the floor and walls - no room is complete without thatÃ,  :P)

- something on the walls - I don't say you have to have wallpaper, but how about about pictures and all the other stuff people put on walls?

- furniture - almost every living room has lots of bookcases and cupboards or assemblys of these. There don't have to be only books. You can put there your CDs, MCs, LPs (punchcards ? ;D), your glasses, decorational objects.

- colors - I beleive your colour scheme is inappropriate. Firstly, you can't have a blue armchair and a blue floor. Second, blue goes well with modern furniture, but not with classical, carefult with that. Last, but not least, blue is a cold colour, so be careful. I use blue in my own room, but only as a minor color. For a major color it would be ok in an office, but I'm afraid it would make a living room to cold and uncomfortable. In other words: I would not pick a blue floor for my living room.

Anyway, this is just my amateur opinion on room decoration, rtather than your drawingÃ,  :)

Keep it up!

EDIT: How about some little green men?.. I mean nice green plants  ;)
#160
Critics' Lounge / Re: Office break room...
Tue 06/12/2005 06:52:55
Very nice!

I like the scenery outside the window... somebody has been watching Futurama here!Ã,  ;)

Only one more thing: The pealy white ceiling+walls+floor make the room look to sterile, like a hospital or something. Unless it's a hospital, you should consider some other colors to make the room look more comfy.

Anyway great job, I really like it!

EDIT: Oh, it's not white, it's grey. But it looks as white on my LCD! Anyway you should try to add more colours....  ;)
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