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877236 Posts in 32852 Topics- by 24294 Members - Latest Member: RopeDrink

May 18, 2013, 11:05:04 PM
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1  Developer / Workshop / Re: Atmosphere and stuff like that on: August 02, 2012, 04:24:38 PM
That really does suck.  Shrug

I like the colours in eigenbom's edit, and the dolphin xray things are super cool. I hope you manage to figure something out, because this is so close to looking amazing. Smiley
2  Developer / Audio / Re: I will score your game for free - Versatile composer looking to build portfolio on: August 01, 2012, 05:46:07 PM
Interesting portfolio, I might send you a PM in the morning.
3  Developer / Workshop / Re: Atmosphere and stuff like that on: July 31, 2012, 05:05:37 PM
Well, at the moment the tiles are the very definition of overwhelming. They're awesome, but they're ever so busy, and they distract from the (I presume) more important parts of the scene.
I would try to work on distinguishing foreground and background elements, and adding more stuff that'd make it recognisable as a marketplace.

It feels more like some virtual reality than an actual city to me, I really can't emphasize how circuity those tiles make it look.
4  Developer / Workshop / Re: Atmosphere and stuff like that on: July 31, 2012, 04:11:55 PM
As you say, the tiles are incredibly complicated. They give it a very clockwork, circuit board feel which contradicts the city background and the bus.

It would probably be helpful if you could explain what sort of atmosphere you're trying to evoke.
5  Developer / Art / Re: Art on: July 27, 2012, 04:47:08 AM
Threesided  Kiss

Makes me think of the star gate sequence in 2001 with all the colours and the way they're extruded from the face.
6  Developer / Art / Re: 3D thread on: July 25, 2012, 03:55:03 PM
Looks nice, although I'm not sure about the shoes.
I'm pretty involved in the /tg/ server for SS13, so I'm excited about Space Station Delta.

Have you chosen to render it without bilinear or anything for a specific reason? I suppose you're trying to preserve the pixeliness. I'd be interested in seeing it with some sampling, even if you don't want to use it for the game.
7  Developer / Art / Re: Can I make a VN game when I'm bad at drawing? on: July 25, 2012, 03:50:26 PM
If the writing is compelling, then the art doesn't really matter.
But if you want anyone to play your game, you'll probably need at least half-arsed art.

The picture you posted looks fine, apart from the lack of background.
8  Developer / Art / Re: Art on: July 18, 2012, 03:25:27 PM
Threesided, I love those. The palette on the first one is sliiightly sexier, though.
9  Developer / DevLogs / Re: Thaumaturgy on: July 17, 2012, 04:51:18 PM
I would probably buy those fonts. That is a gorgeous collection.
10  Developer / Art / Re: show us some of your pixel work on: July 17, 2012, 04:41:23 PM
The whole chest area on the second guy looks pretty boring and flat.

And it might be unavoidable, but the outlines make both those characters look pillowy in places.
I wish I could be more constructive, but outlining white is not something I ever figured out.  Concerned
11  Developer / Art / Re: show us some of your pixel work on: July 17, 2012, 04:19:20 PM
I actually use photoshop. As you say though, it's not really ideal for animation.
I hear lots of good things about graphicsgale and promotion, but I haven't tried either.
12  Developer / Art / Re: show us some of your pixel work on: July 17, 2012, 02:10:44 PM
nice, but at a point on each side the raised leg sort of seems to catch on something that keeps it for a second before it snaps forward. Snapping is not a problem - I like snappy things - but the catching looks unintentional and eueuhh.

Made an edit to try and address the problem Xion mentioned.


   old        new
13  Developer / Audio / Re: Dynamic music? on: July 12, 2012, 03:40:57 PM
There's an old blog post by Chris Delay, where he briefly explains how dynamic audio in Subversion works. And a video: http://www.youtube.com/watch?v=a4OtEMmxbyE

And there's also a Wolfire blog post, where Anton Riehl talks about the music for Reciever, which works similarly.

I think the basic idea is to compose some short clips of music, and then fade them in and out depending on the player's state in the game. It's something I'm fairly keen to experiment with myself, but for a lack of music.
14  Developer / Workshop / Re: an indecipherable pattern on: July 12, 2012, 06:22:55 AM
Not at the moment. Should I?
15  Developer / Art / Re: show us some of your pixel work on: July 11, 2012, 12:48:03 PM
Jesus, that's amazing Elk.
I assumed it was painted up until I noticed the dithering in the background.
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