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Messages - stuh505

#381
Critics' Lounge / Re: Does this look alien
Sun 21/11/2004 07:31:00
You just got served.
#382
The first one looks like a 70's sailor.

The second one looks like a dick tracey detective.

I guess it depends on what he is supposed to be in your game!

Are you using finalToon, Brazil Toon, or Ink n' Paint?
#383
Here's some old discussion on it...never really got a solution

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=14303.0
#384
Critics' Lounge / Re: MAGS Character Animation
Mon 15/11/2004 01:40:12
Hmm...I just think the proportions are TOO out there!  But with these proportions, making the shoulders go forward and backward must have a more exaggerated effect I think, because you hzve just moved a few pixels around but his chest is so wide that I feel it would change a lot more.
#385
Critics' Lounge / Re: Dithering Advice...
Mon 15/11/2004 01:37:41
not bad, but it's inverted!  yellow is much brighter than black and you have put yellow where the shadows are and black where the light is
#386
Critics' Lounge / Re: various characters
Sun 14/11/2004 21:28:41
Nice pixel art!!

The first girl has the proportions of a toddler, yet is wearing a revealing dress...?  The dress itself looks fine.

The characters in the middle row could all use a bit more shading instead of flat colors over large areas.

The robe on the magician in the middle row looks like it should be a lot darker to me.

The skinny boy i nthe last row looks like his ankles are disjonted.  The leftmost one on this row's face looks a little messed up, and his waistline looks a bit high.

Great stuff, though!
#387
The chin is slightly exaggerated, but it is curving the right way and it doesn't detract from the picture.

most troubling is the eyes; usually the cornea will be partially hidden under the eyelid, it makes it look like he's bugging out to not do that.

also the nose is slanted.

other than that it looks very nice.
#388
And you'll need to download the math plugin to use sin/cos.
#389
Well DisplaySpeechBackground is still a graphic overlay so you can just store it into a variable when you make it, and then use the MoveOverlay to move that around however you want, following the character if you wish.  Normally, these games do not have the damage follow the character, but appear where the character is and then float up off the screen.
#390
x2 = x1 + Length*sin(theta)
y2 = y1 + Length*cos(theta)

(x1,y1) = character coordinates (start of arrow)
(x2, y2) =coordinates of end of arrow

theta = direction (angle) of arrow, 0 is up
#391
Not bad.  Some bright white highlights would help a lot (but don't overdo it).  Also, I would like to see the bottle picking up some of the color from the table.
#392
Critics' Lounge / Re: Need a little help
Thu 11/11/2004 06:02:09
Yeah, I doesn't look like Poser 4 supports rendering to files with alpha channels...you always have to specify a background color, even when exporting to a file type that supports alpha channels.

In order to render with an alpha channel, you'd need to export the animation as a 3DS file and then import it into some kind of 3d modelling and animating program, then re-texture it and render it from there with an alpha channel.

But that's a lot of work, so what I suggest is that you just turn off anti-aliasing and render it with a background color like bright blue or green...then open it in photoshop and use an action to go through all your frames and make the background transparent.

Turning off the anti-aliasing should cancel out or at least reduce the effects of the background color mixing with the edge pixels on your sprite when you delete the background area.  If you are still having this problem then try using a darker background color (but make sure to also increase the tolerance of the selection tool in photoshop).
#393
Critics' Lounge / Re: Clothing issue
Thu 11/11/2004 05:28:30
Yes, women have curves in their calves and hips.
#394
Critics' Lounge / Re: tips for shading
Thu 11/11/2004 05:26:07
If you want to draw cartoons, draw all outlines and no shadows.  If you want to draw real life, draw all shadows and no outlines.  And you can make more realistic looking cartoons by adding more and more shading, but as long as you have outlines they will still be cartoons.

How do you shade?  You put darkness where there is darkness, and whiteness where there is more light hitting (duh?)

How do you know what's dark and light?  You either look at an example or use your advanced biological raytracer (that's your brain) to guess.  Don't forget to turn on radiosity.

If you're doing a sketch in omnicolor charcoal, pencil, or ink...then you just have a threshold, and paint what's darker thn that threshold solid black and what's lighter leave solid white...of course you can get more advanced and use some kind of hash marks to go inbetween if you like.

If you're using oil paints, put down your darkest darks first...then your medium colors...and then paint your highlights on top.

If you're using watercolor, paint down your darkest darks leaving white spaces for your highlights, and then your mediums on top, also leaving emptiness for your highlights.  Be sure not to have your paper wet when you are applying these layers because you can't have bleeding around the negative areas of highlights.

On a computer you can do whatever you want.
#395
Critics' Lounge / Re: Clothing issue
Thu 11/11/2004 00:54:12
Loominous' edits are great, but they are not the same characters!  Your pictures made them look nice, and loominous made them look strictly business.  Neither is better, they're just different (although loominous made the breast area look better).
#396
Erwin, who wants to play as a big-nosed doofus?  :P
#397
Critics' Lounge / Re: Need a little help
Thu 11/11/2004 00:45:34
You're right, this is the wrong forum...here we give comments and criticisms, we don't do thework for you.  If you want help with your game,  post on "ACR - Need Help with a Game?" topic in the Adventure Relatyed Talk and Chat forum.

However, since you are using a 3d character, you should animate it in 3D.  Especially since that is a Poser model.  Just click the button to animate and then it will create a walk-cycle for you which you can customize and then save as a series of images...
#398
Regardless of how Sierra did it, you can do it this way if you want...and you don't have to define the list of objects in each room in order to determine if the object is in that room or not.  All you need to do is define the list of verbs...take/get/talk/use...I don't know what's in your game, but this list is probably not going to be very long so it shouldn't be too hard to do.

Let's say you have a room with a rock and a broom in it.  You can take the rock or the broom, and you cna use the broom.

I forgot how the room scripting details work, but I can tell you generally how to do it.  In the room script, check to see if they are using the word "get" or a synonym of it.  Then check to see if they used the word "broom" or "rock".  If they did, give them the broom or rock.  If they didn't, then we know they tried to get something that wasn't in the room...and you can assume that whatever they tried to get was the part that they said AFTER get.  If they didn't use "get" at all, then we can just throw a generic "i dont knowwhat you mean" type of thing.  You can have now a customized response for each type of verb that will be able to respond to the noun.

So for example, if they said:

Take the bow and arrow

The generated error could be, "I would take the bow and arrow if there was one, but there isn't!"
#399
Well, you would have to define a list of what nouns were in each room...which would be an extreme pain in the butt, especially because players often think they see something which is supposed to be something else..and considering the number of synonyms.

It would be about the same amount of work to make this list as it would be to make the list of the possible verbs that the game uses...and if you made that list once, then you would have your "GetNoun" function.

Besides being a lot more work, I don't think that method would be any more informative to the player...and I don't think that's how the sierra games worked
#400
Critics' Lounge / Re: Help with colors!
Wed 10/11/2004 01:56:49
Really nice sketch

I think a longer shadow would also be nice

I didn't like the blue lettering that evil removed, either

The orange hurts my eyes...and takes my focus off of the subject...see what happens if you make the same color much much lighter?

At first, I didn't like the title -- the bright orange around the yellow on top of the lighter orange was really shocking.  The breakup of the letters made every letter look like 2 confusing vertical symbols and the word itself is not so easy to read.

This is a marketing project...you want people to be able to read it, right?

But the more I think about it, the more I actually like it...because it's a bit shocking to the eye, even though they can't read it in a glance, I would definitely stare at that poster if I saw it...and in staring I would read it, and it would have been the contrast and unreadability that attracted me to it...
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