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Messages - DeadSuperHero

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1
Adventure Related Talk & Chat / Re: 10 YEARS OF AGS
« on: 02 Jan 2017, 03:36 »
If anything, I think the AGS community is to be commended for its resilience. In an era where entire social networks collapse and everybody on them moves to the next great thing, this place continues to be the oasis that it always was.

2
Thanks for the feedback!

Okay, so after some hours of noodling around with this, here's where I am now.



I'd still rather keep his facial hair textured; there's something very "90's VGA DOS game" about it. Maybe it's excessive, I'm not sure.

He's a little on the shiny side now, but I'm not entirely convinced that's a bad thing.

3
Wow, that's a huge improvement and really useful feedback!

I'll keep playing around with this. It's been ages since I've attempted making heads for dialogue. I particularly like how much smoother he looks, as well as the highlights in his hair.

Quote
It's easy to overcomplicate a sprite and lose track of how to animate it.

That is a fair assessment. At the moment I tend to rely on lots of different layers - while it works very well for editing and composition, I find myself working with too many moving parts. The temptation is that layering can allow you to easily undo a bad decision without requiring a total repaint.

4
It's been a while since I've had anything to post here. Recently, I purchased the very-excellent Aseprite program, and it has rekindled my interest in making pixel art.

When it comes to dialogue portraits, my old technique relied on a process like this:
1. Draw a character on paper
2. After adjusting features, ink it
3. Scan the drawing in
4. Color it
5. Resize it to adventure game dimensions (something native to 320x200)

Aside from taking a lot of extra time, this process leads to some significant loss in quality. I used to think that the general logic should dictate that you should color and shade a character at a high resolution, then resize them to something much smaller.

This new technique throws that out the window by instead attempting to draw a face from scratch at a lower resolution, directly in a sprite editor itself.

Here's how that looks:

1x:


2x:


Obviously, this is a first attempt. There are some small imperfections in the line work and the shading, and I'm sure adjustments could be made to the general shape of the face. With that being said, I'm pretty happy with this new technique, and since most of the elements are in different layers, animation is much easier than you would expect.

5
General Discussion / Re: Game engines
« on: 15 Jul 2015, 03:38 »
You might be interested in checking out Godot: http://www.godotengine.org/wp/

Supposedly, it is capable of creating 2D adventure games, and I do believe it allows for cross-platform compilation.

6
Critics' Lounge / Re: Emo Kid
« on: 11 Feb 2015, 20:04 »
Thanks! I think I'm going to try to flip the shadow and highlight on the pants to see if that looks a little more natural.

A few things I'm thinking about adjusting, but not totally sure about:

  • The arm on the left side of the sprite seems a little strange
  • His eyeliner could probably use some evening out.
  • Maybe his eye shapes could be adjusted to match a little more?
  • Adjust some of the darker dithering on the right side of the face?

I really can't wait to animate him, though. It would be fun to make a character that makes sassy expressions when he talks.

7
Critics' Lounge / Emo Kid
« on: 11 Feb 2015, 19:12 »
So I've recently decided to take a stab at making sprites again, and thought it would be fun to try doing things in a higher resolution. After looking through a few tutorials, I decided to sketch out a character, scan it, and turn it into a sprite in GIMP.

A long time ago, I was working on an AGS game called No One Likes You (NOLY). The data all got lost in a hard drive crash, so I ended up giving up for a very long time. Every now and then, I'll take another stab at developing the main character and visual style. In the past, the main character has looked like this:



Now, the main character looks like this, in a much higher resolution. I feel that the style is a lot more unique. I ended up experimenting with dithering,shading techniques, and venturing into a visual style that I haven't tried before. His arms need a little tweaking, and his pants might need some lighter shading, but overall, I'm happy about how Peter turned out.

1x


Zoomed in:


My next goals will involve adding some finishing polish, and figuring out how to animate this guy!

8
This looks really cool. I'd definitely be interested in trying this and seeing how to recreate the technique for GIMP.

9
So glad that this game hit its target! :D It has an amazing style and looks really compelling.

10
Good luck, man! I've always really admired your sprite art, and would love to play a game filled with them. :=

Will definitely pledge for this one. :)

Edit: Any chance of a Linux port?

11
Critics' Lounge / Re: Bill Gates in darkness
« on: 18 Apr 2014, 18:50 »
Regarding colors: I think you've got a great combination so far. You may want to look into incorporating some of the dark blue on his shirt into parts of his face and hair more. Just my own opinion.

12
This looks absolutely wonderful. I like the visual style a lot; it's very Sierra-inspired, but there's something about it that is entirely unique.

13
Critics' Lounge / Re: 3D Ground Weapons for Game Design
« on: 03 Jul 2013, 19:19 »
Wow, that looks great! What tools did you use to make it? :)

14
You, you... identi.ca?

I actually Diaspora* more than I identi.ca. ;)

15
The Disreality Collection is my first collection of works centered around related themes. I wanted to focus on portraying various aspects of the human mind through surreal and abstract imagery. Many of my works contain creative representations of human emotions, plagues of the human condition, and ideas about reality and identity.

Since March, I've been inspired to pursue creating surreal and abstract art, practically making up every picture as I go. As a side effect, I learn something new about my technique each time I draw and color one of my works. This has caused me to develop and refine much of my own artistic style. I'm still adding more to the collection, but I would absolutely love to have some critiques from other artists on my work.

Here's a few below to start you off:









You can check it the entire collection here: http://deadsuperhero.deviantart.com/gallery/42878843

All of my art is licensed under CC-BY-SA 3.0 Unported License, meaning you can share and remix my work as long as you give me credit for doing the original. Go crazy!

16
This is an incredible concept. Totally looking forward to this one.

17
Hey, this is just a quick update about something I'm doing with Makr. Seeing as next week is Shark Week, we've decided to throw a Shark-Week-themed REMIX PARTY. Basically, a ton of people will get on and make themed remixes together, and they'll be able to share out their favorite posts to other networks (Facebook, Twitter, Tumblr, Pinterest, and ImgFave). We did a Nicholas Cage-themed party in the past, and it was a lot of fun.

Here's the details:

1.) People tune in to this page, sign up, and make awesome posts about Shark Week as they're watching it.
2.) Get your friends to RSVP to the Facebook event. (Or alternatively, the Google Plus one)
3.) For those that want to invite a bunch of people to go over to their place and join in on the fun, send a list of attendees to kayla@makr,io
4.) We'll pay for and order pizza for anyone in the USA that throws a party.

You can also check out this doc for more details.

18
Just wanted to bump this up again, we brought a lot of new features and fixes in the latest update! :)

The interface has been overhauled to account for loads of feedback we got from early usability testing, currently it now looks like this.

A lot of the design focus is going into how the content is organized and displayed. Every post on this website can be remixed, and everyone has the opportunity to give their own input as an author. If you have a really good remix, it gets featured in our "Staff Picks"

There's also some pretty cool things to look at, if you want to give it a one-over:

-Profiles
-Posts
-Conversations
-Tagged content
-Staff picks
-Time Warp

19
General Discussion / Re: Experiences with Kickstarter?
« on: 14 Jun 2012, 07:23 »
This is the thing that strikes me as... odd. You got $200,000, right down your pockets? You must be rich as trolls now? I mean, that was 190,000 more dollars than you asked for? Or am I misunderstanding something here...

Not exactly. A portion of the funds went to paying for the prizes from the fundraising tiers, and another portion went to paying Kickstarter itself. While I can't give exact numbers, I can say that proportionally you do make less money than your initial fundraising offering. The amount we received was atypical, due to the fact that a lot of the people that donated were people concerned over some of Facebook's privacy issues (a huge issue at the time of the pitch), as well as our pitch's focus on decentralized social networking and data ownership, which you can read about here.

We've made that amount of money last about two years, with a small staff working full-time. Kickstarter is exactly what its name infers, it is a service for getting something off of the ground, rather than an inherent sustainable business model. (Granted a lot of indie games and smaller projects can get full funding from their efforts, but that's just one of a few different uses for crowdsourced funding.)

20
General Discussion / Re: Experiences with Kickstarter?
« on: 13 Jun 2012, 21:49 »
As someone that's involved with the Diaspora social networking project (Open Source Director), the project that I was involved with had a set reasonable limit of $10,000 dollars. Admittedly, that's a very easy goal to reach for basic funding. The original Kickstarter pitch for our project raised $200,000. The project got much more than expected, mainly because it was somewhat well-presented, and was shown at an opportune time when there was a lot of controversy regarding user privacy and Facebook.

If I have to give any advice for Kickstarter, it would be the following:

-Set a relatively low barrier for success. I would shoot for anywhere between 5k-10k
-Present everything about your project as well as possible.
-Make it fun! Be sure to include regular updates to demonstrate any progress you've made
-Offer some solid incentives for funding.

and finally, be sure to tell all of your friends. Word of mouth can go a really long way.

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