Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - twentyfour

#21
Critics' Lounge / Re: Walkcycle - UPDATED
Thu 30/04/2009 01:04:19
Ah, yea... serves me right for not payin attention.

Looks nice Matti!
#22
Critics' Lounge / Re: Walkcycle - UPDATED
Wed 29/04/2009 20:51:36
Frames 1 and 2 and frames 6 and 7 have one foot firmly planted and in the exact same position.

Here, I did a lil linework to show what I mean



You can see that there's a big gap where her foot should be on frame 2 or 7
#23
Critics' Lounge / Re: Sleepy The Zombie Kid
Wed 29/04/2009 20:31:57
Well Huds, he DID say he was cool with having one of the eyes fall out from time to time, and the subject of this thread is 'Sleepy Zombie Kid'.  ;D

I think the "too undead" comment was more of a comment on how creepy and rotten he looks.

I kinda like the glowing eye effect Mad did, I would have used a glowy red, or maybe a yellow since red is kind of evil(no offense to anyone who's mother is a red crayola crayon).
#24
Cool, thanks Stupot!

I'm slowly working out the (few) puzzles for my game. I've found several great lists of what to do, and not to do, but the examples in the article really help a put a lot of those rules in place for me.
#25
I sketch everything out in a cheapo sketchbook. I'm more confident with my character work so I solidify details on paper and scan in and clean up in Flash. Backgrounds I thumbnail then scan in and tinker away in Flash.

Characters are fast if I don't second guess a lot. maybe 1.5 hours from concept to finished cleanup(single pose). Backgrounds take me a workdays worth of hours if not more since I never really know what I'm gonna do until it's finished.

I use flash because I know it's in and outs better than any other program... and I kinda like the nice clean look I can get with it.
#26
I'm not much for colouring so I'll spare you my poor advice in that area :D

The run looks good. I'm not sure why his goggles change shape slightly when he turns(top portion gets more of a curve). His pupil/eyes move up and down out of sync with the body's limited up and down movement. His mouth piece needs an inbetween, it kind of pops now. He kind of jerks upwards a bit when his left leg is forwards. Overall he isn't going up and down very much maybe using that pop I mentioned before as a good height for the "ups" in his run?

Now aside from that stuff, I really like it. The motion in the legs and arms is great, and I like the design a lot! I don't know what's on his head but it's smiling and I think it'd look pretty neat flopping around a bit on his head when he runs(dunno if that's the plan but it looks cool in my head!)

Good luck with your game... whatever genre it turns out to be
#27
Critics' Lounge / Re: Walk-ish Cycle
Fri 24/04/2009 18:22:53
Ah Misj, how I <3 thee, let me count the ways...

Great examples! I know exactly what you were trying to get across. Snakey-dude(or Moe as you figured out) is more of an analytical jerk than a sneaky guy. His angular look is less due to bones and more due to me having the design of Jafar from Disney's Aladdin stuck in my head(high prominent forehead/turban, pointy curves, lean, and the classic badguy colours.. except I chose green instead of black and purple). I think I'll be sticking with the accordian style for now though.

I was tinkering with the slither cycle and fixed up the distance travelled(I had shrunk the character but not the distance while tinkering earlier) and fiddled with the timing a bit more when he's stretched out. I don't know if I updated the file to that version yet.

I'm a bit concerned now with the distance he travels, seems a bit short. I'll haveta bring him in game now and see if it looks okay... that and see if using this for 3/4 walks is murderously bad. I'd rather not make 5 walk cycles for a bunch of characters when I can settle for 3.

I'll be experimenting with the info from that link you posted.

#28
I've seen something similar over at http://www.mspaintadventures.com ... except the creator seems to pick what action to take based on what he's given by the audience. Still, pretty neat schtuff.


aaaand the site is havin troubles. Well, maybe it'll pop up later.
#29
Critics' Lounge / Re: Walk-ish Cycle
Fri 24/04/2009 13:54:08
Thanks for the responses!

In my head the movement is being initiated by the little hill in the centre. When it squashes down it pushes out both ends so I added a bit of drag on the head/neck and tail areas and the same for the upward movement of it. I'm tinkering with it in game to see if I can get him to move in pieces rather than one big slidey move. That's kind of the down side of this type of moving. I had a couple other ideas but they don't look as nice in my head(continuous wave, modified version of the inchworm walk).

The goal is to have him move closer to this

DoUn2u - Yea, snakes tend to lead with their head when moving. The forward push comes from their body creating a wave shape and constantly cycling in the opposite direction they are heading. You can kinda see it in this video http://www.youtube.com/watch?v=yT4aN-Jojuo
But this is a cartoon, I think as long as the movement makes some sort of sense it's fine.

Quote from: SpacePaw on Fri 24/04/2009 07:15:05
With some scriptinhg everything is possible :)
I hope so  :-[

EDIT: Oooh, how do you mean Snarky? Like repositioning him in each frame of anim?
#30
Critics' Lounge / Walk-ish Cycle
Fri 24/04/2009 02:04:45
Doing up some work on another character for my yet to be named project.



You can tell this guy is more important than the last guys I posted because he's gonna have a walk(slither?) cycle.

I tried out a proper snake slither earlier but the silhouette was crap. What I have up above was another idea that popped into my head while banging it on my keyboard(works better than you'd think, try it sometime!). Does it work? What do you guys think? I'm gonna tinker a bit more and maybe test it out in a half empty(or half full if you think like that) room and see how it looks going from point A to B.
#31
Critics' Lounge / Re: Simple Wall-E sprite.
Fri 24/04/2009 01:52:41
Oooh, purty!  ;D

I like how the bg has a real blasted, washed out feel. Kinda like the whole planet had in the movie.

The only thing I'd mention is the first sandy dunes-ish layer just behind Wall-E. It looks a bit too organic. The feel I got from the movie was more that the world had been bled dry of all natural resources. Pretty much that everything had been converted into something Buy-n-Large could sell. So maybe add some more angles or impressions of actual junk in the pile rather than a nice swoopy line.
#32
I agree with Hudders and Bog's points.

I think you may be better off starting from scratch(though this is a good first attempt). Starting off with a male model and working to female is like starting with a dog and tryin to make a cat.
Her stance can have a huge effect on her femininity, right now she's kinda stoneish and manly. Pop a hip out and put more weight on one foot. Have her arms follow the curve of her body a bit more. Dudes tend to walk arms bent out ( ) and ladies tend to walk arms bent in ) ( ... obviously that rule is a bit of an exaggeration but it helps get the gender idea across quickly.
Watch the curves on her legs. They are pretty meaty right now and don't have that nice sexy curve of the calf.
Fuller lips, curve the brows(maybe lighten them up?) maybe give the hair a bit of life as it just hangs now(bein a bit picky there though)

A great link for some pretty lady drawings for reference is Rodguen.com Kinda not safe for work. Provocative poses with a slight chance of nipple(this NSFW weather report brought to you by Channel 5)

Good luck!
#33
Hey, thanks guys!

I think with the blob guy I got a bit caught up in the concept of a transparent character and skipped right over limiting clutter in the design. I'm still a bit attached to the idea of a floating heart in there so I may tinker around with that.

rbaleksandar: I had the organs floating around on their own partially for humour's sake and partially for design reasons. A fully connected circulatory, digestive and nervous system would be a bit messy looking all together I think, and maybe a bit too much to look at for such a simple lil character(and yet I still fill em up with floating multi-coloured organs...sigh)

Misj: Wow! Thanks for the lil bug animation! Your colour choices make me think he's a bit Invader Zim. I'm keeping Blobby hand free, he really is just a "stand in the background" kinda character so no reason to put much more into him.

I'll be posting a background up here soonish and probably a couple animations I think I'll have trouble with(main character is pretty much a snake so the 'walking' loop may be a bit troublesome for me) once I get a rough crack at them
#34
Critics' Lounge / Character designs and love
Tue 14/04/2009 19:26:02
I still have that new forum user smell, so to help shake that off I'm posting some artwork for c and c

These characters are all background guys for a big hallway type room. I have another batch designed but I chose these mostly at random

I just cleaned this guy up today. I was thinkin I'd have him on idle loop indefinitely and have organs floating around. Not sure I love the mouth or eyelids yet. He's mostly transparent so the bg will show up behind him. What do you guys think?


Here's some roughs of other hallway denizens


Thoughts, idears, questions?
#35
Hi everyone!

I'm Twentyfour. I fell across AGS a while ago and again just recently. I was always a fan of Space Quest and at one point was completely obsessed with Willy Beamish(but never bothered to go back and try to get passed that part where Willy is caught by a janitor or something... I don't remember. One day I'll go finish that damn game). Right now though, I'm just enjoying all the new work I'm seeing pop up here done with AGS and all over the place.

A few years ago I had the pleasure of working with Dimitris Manos and handled all the art and anim for episode 1 of The Exchange Student. I look back and cringe a bit at some of it, and smile at plenty. I had a lot of fun working on it.

So, I'm tinkering with an idea of my own, but I'm mostly here because the community seems pretty cool and talented. Hopefully I'll pick up something here and there.

Seeya around!
#36
Critics' Lounge / Re: Shading help
Sun 12/04/2009 15:19:33
First off, I like the design! She's a cutie. I agree with Kangourou in theory, but I actually like the flow of the front on/back poses. The flipped shoulders in Kangourou's edit makes her look a bit too... I dunno, sassy?

I'm not one to give advice on colour, but I will say she's too stiff in her profiles. Her neck would come out of the upper torso at more of an angle. I did a quick google search and found a lil doodle tutorial http://timflanagan.deviantart.com/art/Basic-Female-Torso-Tutorial-4782959

Her front and back have such a nice flow, it'd be nice to see that continued in the side views.

Good luck!
#37
Critics' Lounge / Re: A drawing! (WIP)
Sun 12/04/2009 15:02:55
 :o Yeowza! Cool drawing

Looks like her soul is escaping out her mouth... kinda makes me want to watch Cat's Eye again.

Slick re-draw on the face Loominous
#38
The video tutorials were a great help for me and they cover what you need(unless you can't figure out how to draw your own character... then you should post some current art and ask for help with that)

http://www.youtube.com/view_play_list?p=21DB402CB4DAEAEF

#39
The Rumpus Room / Re: Happy Birthday Thread!
Sat 11/04/2009 16:58:15
Happy Birthday to me! I'm just a lurker but I have the day to myself on this board so I gotta celebrate it!  ;D
#40
I'm still just going through the videos right now but I've been asking my wife what she would like to see in a game to challenge myself and so far they've been relatively easy lil tests but it helps me use what I've learned so far.

Suggestions thus far:
Make a parrot in the background repeat itself endlessly

Make it so your character can't properly interact with something until they've walked into another room and interacted with something else(her idea was the player is afraid of the key on the floor and thinks it's a mouse until he walks into room two and sees another key... silly yes, but it took me a couple hours to figure out how to do it)

Silly stuff like that. I find it's helping me think outside of what I know how to do by asking someone completely outside of the gaming community because she wouldn't have any pre-conceived notions of what the game can do.

She also asked me to change the Roger character into a kitten because kittens are cute... So not all the ideas are gems :)

-24
SMF spam blocked by CleanTalk