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1075793 Posts in 44144 Topics- by 36116 Members - Latest Member: Bhuiya

December 29, 2014, 04:57:46 AM
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581  Developer / Creative / Re: Making a world seem Open and Alive on: January 06, 2011, 10:17:52 AM
It wasn't meant to be an insult. Thinking about personal observations of the small things that you enjoy outside can lead to improving in game systems. It's part of game design to me, but I'm new.
582  Developer / Creative / Re: Making a world seem Open and Alive on: January 06, 2011, 12:45:50 AM
If this is your issue for world-building, why not get outside and relax and observe the open and living world around you?
583  Feedback / Playtesting / Re: Minecraft (alpha) on: January 05, 2011, 02:28:47 AM
Yeah usually my friends and I build a structure underneath existing water, then replace the walls/ceiling with glass.

On a related note, I haven't been playing the game much recently, but the news of water mobs made me get really excited. That doesn't happen often except for like, Zelda news. Something weird/special is certainly going on.
584  Feedback / DevLogs / Re: Duet - A game about cooperation on: January 04, 2011, 09:03:04 PM
Oooh... could be fun.
585  Developer / Creative / Re: The Neverending Hybrid Weapon/Item Design Game on: January 04, 2011, 02:27:51 PM
Bees + Rapier

The blade carried by the master of martial self defense, recently gone insane. A quick pointed stab is fatal to the victim, but it also retracts the syringe that supplies the antidote to the venom covering the blade from the wrist, killing the holder.

(As for the rules, they're not as important honestly as long as something great comes out. Sticking to them and elaborating on your idea are suggested though.)
586  Developer / Art / Re: MSPaint Art on: January 01, 2011, 03:40:14 PM
It may be combined with a different Photoshop color setting issue, but yeah it's many subtle colors in what's supposed to be all one hue. If only Photoshop paint's resize-but-keep-pixels function. Oh well!
587  Developer / Art / Re: MSPaint Art on: January 01, 2011, 02:13:07 PM
Apparently if I paste something from paint into Photoshop, there's a bit of a red shift. My knowledge of spacetime being what it is, has anyone encountered this issue/have a solution to keeping a limited pallete the same in both programs?
588  Player / General / Re: AaAaAA!!! – A Reckless Disregard for Feelings on: December 30, 2010, 03:36:56 AM
Well to me that post sums up whats wrong with this generation. gehoffamahlaaawn!
589  Player / General / Re: AaAaAA!!! – A Reckless Disregard for Feelings on: December 28, 2010, 11:28:09 PM
It's not really a simple issue... he's right that for one, he has the right to say whatever he wants, and two that just because a topic is usually negative doesn't mean it can't be funny (racism, rape, holocaust, etc.) The same could be said to apply to games, that you should be able to rape and kill in Postal, and make it fun. The problem becomes, maybe, when you are having fun at the expense of someone else. Say a a comedian (not Carlin the example) is making fun of a rape victim in the audience with a really hilarious joke. Should the people laugh?
590  Player / General / Re: AaAaAA!!! – A Reckless Disregard for Feelings on: December 28, 2010, 11:08:03 PM
The internet seems to be without dignity... things like 4chan and South Park should exist on the principle of freedom of speech, however, this does not mean that someone who speaks without considering the consequences or the feelings of those talked about should be respected. To mean, "no means no" is obviously about rape, and was a really stupid thing to say.

Yes rape jokes are harmless, but to me it sets an odd cultural standard for everyone to be joking about everything. Kind of like the feeling you get when hear 6 year olds cursing. Just because nothing is sacred it doesn't mean nothing is important.
591  Developer / Creative / The Neverending Hybrid Weapon/Item Design Game on: December 28, 2010, 06:30:01 PM
Rules: Combine two weapons (or items, or one of each) to create a weapon concept that uses structure, design, or function from each in an interesting way. "Each post should combine the new weapon from the previous post with an additional weapon of the poster's choosing." It doesn't need to be super realistic, but some function detail never hurt. And those who are more artistically inclined, feel free to post some concept sketches.

I think this will have some pretty great results as some of my favorite weapons are absurd combinations of other weapons, and we're all used to the same basic weapons since Unreal Tournament. I recently found out about the Pata Sword (which is amazing) and then there's Fish's DOOMERANG, the great Homestuck stuff and, well, Dead Rising 2. I'll start things off with...

Brass Knuckles + Magnum Revolver

Four stout barrels sit on the knuckles of the wearer and fire simultaneously when the pressure trigger in the palm is activated. The barrels have a loading mechanism in the back, and can be flipped backwards in order for the fingers to be able to curl through the fingerholes. (Inspired by RCIX's weird handgun thing)



592  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: December 27, 2010, 01:29:35 AM
Looks nice though, generic tree/dirt/water/gems with some nice hints of personality.
593  Feedback / DevLogs / Re: Justice Is Mine on: December 27, 2010, 01:27:15 AM
Alright, I got a lot of important stuff done, a lot of stuff I wasn't actually sure I could do. In between some yuletideish breaks, I actually did some programming, it's kind of hard to believe...  Epileptic

Like I said I'm modifying the lovely Adventure Game Studio. I was kind of dead-set to use my NES controller (with RetroUSB + JoytoKey) to be the input. I figured that hopefully some people who don't play many games would try it out, so I wanted to make things intuitive. Also it is "traditional", like a triptych, and the game is different from the usual arcade experience. I had no idea how to do this though, and I was this close to starting everything over in Game Maker.

Anyway, the point is I'm now about to have two (or three) different commands mapped to my controller to run in the style of a SCUMM game.  Everything else programming wise should be a breeze through here, and more like directing than programming.

... I knew I'd post too much text, so I worked on some art to pretty up the devlog.

Hey look, day and night cycles! I love those. I snazzed up the HUD GUI. It looks a bit too round, but I'll fix it later. Expect this much detail or more in the illustrations to come!
594  Developer / Art / Re: MSPaint Art on: December 26, 2010, 08:18:31 PM
Yessir. Definitely one of my favorite purchases ever.
595  Developer / Art / Re: Art Advice needed on: December 26, 2010, 03:35:16 PM
He asked for advice, and I gave it to him. I'm not sodomizing anything. In fact, in right hand corner I gave him some anime tips. It's such an easy, generic style he doesn't need much more help to get it right.

Both you and him are assuming that anime is "his artistic goal" when it's not, in fact, it's Osamu Tezuka's, or Miazaki's, or Yōji Enokido's. He, like all amatuer artists, look for styles they like to imitate. What happens then is, http://browse.deviantart.com/manga/. Anime is a rulebook, where you don't learn how to draw, you learn how to put symbols in their place, paste emotions onto manikins. It is generally an inflexible and cliché-ridden style.

He shouldn't adopt my style, or anyone elses. He should observe forms and find his own. I don't like seeing someone take the easy way out, so I tell him.
596  Developer / Art / Re: Art Advice needed on: December 26, 2010, 02:20:00 PM
Wow, "sodomize other members topics with their ego"? That's harsh, brother. I've been following this thread and have seen his progress and all of the great resources/art history posted, and when through all of that he posts a lifeless anime girl, saying he wants to spend more time on it, I honestly tell him to throw it out. You've done a great job showing him what's wrong with the body (though the poor girl is missing her ribcage), now I'm going to show him the mistakes in the face.

As far as anime goes, he's not far off. Put simply, my problem is anime is oversimplification and exaggeration. It would be a great and clever style if it was done by one or two artists, but anime is used by literally thousands of artists all over the world. This forum is about being independent, and I think that should apply to having your own unique art style as well. And I find that extremely difficult if you are only learning anime style, which will teach you that all girls have no personality besides demure and psychotic and that noses don't exist. But worse, it teaches through SYMBOLS rather than through FORM.

The process I gave is a basic one of using form (round, dimensional shapes) much like a sculptor. It did not come out with a super unique (or good) result, but it gives an overview of some features of the face that nearly all anime overlooks.

Also, this thread should probably be moved to the Art Workshop.
597  Developer / Art / Re: MSPaint Art on: December 25, 2010, 07:20:07 PM

this looks turbo pompous but if I'm not busy I sketch masterworks to practice value, proportion, and anatomy.
598  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: December 24, 2010, 11:59:21 AM
But isn't that the uh, idea of Link's Awakening? If you liked the characters, dungeons, and stlye of LA then I can almost guarantee you'll appreciate Majora's Mask. It's an absolutely wonderful game that explores so many powerful emotions.
599  Developer / Art / Re: Art Advice needed on: December 24, 2010, 11:55:37 AM
Let them die. Work on your own style.
600  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: December 24, 2010, 03:54:22 AM
http://www.youtube.com/watch?v=m6w0r-ScEG4

At least something good came from that nonsense. The reference is just so great.
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