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Messages - Eric

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I used flowcharts!

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Critics' Lounge / Re: Human width in perspective
« on: 14 Aug 2015, 02:56 »
...Or unless you're using a more complicated form of perspective, say three-point or fish-eye. But again, not often used in adventure games.

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Congrats, Mokho!

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I vote Twesty, because he made me think of the ending of one of my favorite kids books!

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General Discussion / Re: Free Steam keys!
« on: 22 Jul 2015, 05:20 »
That one is also taken, though not by me!

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Critics' Lounge / Re: Background: Arizona scene
« on: 21 Jul 2015, 19:55 »
I also like the view from the windowed interior, and how it splits the scene nicely.

I think your stand-in car on the left might be just a bit too small. Otherwise, I like the look of this a lot. I don't know that you need to fill that space. Some empty space will make the other parts of the background more interesting.

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Behold the face of [your grumpy white old man deity of choice]!

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I like a program called MangaStudio that was recently on sale for $15, and will soon, I predict, become the comic industry standard for digital comic drawing.

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This game was beautifully illustrated, well animated, nicely put together given the time frame, and had solid graphics and GUI. It still broke my heart knowing how mostly true the story is.

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Critics' Lounge / Re: Human width in perspective
« on: 11 Jul 2015, 17:33 »
Are you saying that if I want zero scaling in my game,I should use 2 point,can you elaborate more on this.

If you want zero scaling, you'll need an axonmetric drawing (like Isometric), I'm pretty sure. Those are tricky to do in AGS, from what I understand, so I think the key to not scaling is to keep a fairly shallow walking area so there's not much distance from the "camera."

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no understanding of empty space or focus

I think you're still dealing with the same issues in inked line art that you are in painting--namely, contrast--but you use different tools to approach it (line weight, negative space, etc.). Here's an example of a drawing that would seem equally cluttered without masterful (by Moebius) use of negative space and spot blacks, even though the line weight is mostly the same:


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There's not a nice way to get consistent angled shadows like that on a character sprite, is there?

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@eric: straight lines are easy in every paint app, just keep shift pressed. making the swirly pearly lines look interesting and keeping them the same boldness is a mystacle.

I find that the straight lines drawn this way don't have any character, though. These are more the sorts of things I grapple with. But I won't clutter the thread anymore!

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Could you elaborate? Are you having trouble with the lines not looking nice, or the shading of these hard edged objects?

It's a combination of both, I think. I tend to lose the "painterly" quality when drawing straight lines, or I tend to paint lines that aren't straight. And I'm never sure how edges should be shaded / highlighted...I think it's a trickier thing to observe in real life that most other light situations. I'm looking at a corner of a wall right now, and to my eye, it looks like it gets incredibly dark just before the edge, which is glowing white from the light of the other room.

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Sure, anyone's welcome to participate in any way they like.

Well here's a question from an interested observer, then. It seems many are getting to the point of dealing with non-organic objects--buildings, etc. Whenever I've tried to paint, and this is why I generally stick to lineart, I have a lot of trouble with...well, lines. Straight lines, curved lines, whatever. But things with hard edges. I'm sure any advice any of you have would be appreciated by all of the rest of us.

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Are you using Photoshop for this linework, Misj'?

(Are outsiders allowed to post here?)

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AGS Games in Production / Re: Type Dreams
« on: 15 Jun 2015, 17:49 »
Quote
Your score: 498 CPM (that is 100 WPM)

Your score beats or equals 98.73% of all.
 
In reality, you typed 505 CPM, but you made 1 mistake (out of 93 words), which was not counted in the corrected scores.

Your mistake was:

Instead of "every", you typed "wevery".
I advise you to take a 2 minute break now.

Can't wait to put these skills to use in this game!

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The Rumpus Room / Re: Happy Birthday Thread!
« on: 14 Jun 2015, 03:55 »
Thanks, guys! Happy b-day to my fellow Gemini!

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Critics' Lounge / Re: Art Style Suggestion
« on: 10 Jun 2015, 20:34 »
Higher res then I'd suggest a more cartoony approach (something like Anime Studio/Toonboom) as the larger characters would be a LOT more work w/ pixel art.

I too love these. Some sharp character designs and silhouettes here. I'd encourage you to at least give DM's suggestion a try -- your figures lend themselves well to bone-rigging style animation, and I think your talent justifies a higher res game.

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