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483
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Developer / Art / Open Canvas Art Date thread!
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on: September 13, 2009, 05:01:59 AM
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Open Canvas is a painting program from crazy japanese or korean or some other slit-eyed people that's mostly used to make cheesy animu pictures with loads of dodge effects! But that's not all! The first version of Open Canvas had in fact MULTIPLAYER FUNCTIONALITY! And it was free! So get yerself some open canvas from here! (just in case here's another place where you can download it) And then find yourself an internet friend and ask him (or her! if you dare!) out on a DRAWING DATE! And then share the event file (oh yes! I Forgot! Open Canvas records your drawing process!) Post here if you're ronery! I am : ( So who wants to draw with me? <3 (P.S. If the program seems to be in martian or some other unidentified language you should probably click the rightmost dropdown menu and select "English") edit: We have discovered DIE ENDLĂ–SUNG for hosting problems! Want to host!? Can't cause oc is fucking you over? Get your artsy pals to jump on to hamachi! http://hamachi.en.softonic.com/Then everybody should join the host on the ip that hamachi has assigned him/her. And that's that! Network id: tigsource oc password: tigsource
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484
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Developer / Art / Re: show us some of your pixel work
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on: September 13, 2009, 04:34:05 AM
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actually the top hat guy was better in '08 because he was actually leaning on the cane not awkwardly holding it. The arm anatomy is still off on the big guy, the biceps is allright I guess but the forearm doesn't quite work that way. You're off with the brachioradialis (if that's what it was called : O) and give the man some knuckles, how do you punch someone with no knuckles, eh? I did a quick and dirty paintover:  Made the deltoid bigger (should probably be even bigger in fact), made the tricepts bulge out a bit more and fixed up the forearm anatomy. Also moved his other arm away from the body a bit, it was sort of squashed.
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485
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Developer / Playtesting / Re: Protonaut
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on: September 13, 2009, 04:07:46 AM
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Holy fuck the art direction of the game is amazing! The very designy gradients and noise and blur are superslick and I want an mp3 of that song. In fact it's a shame that the music resets at every level which means (in the beginning at least) you never hear much of it and you always hear the same early part over and over.
The main character is a bit hard to read though. Is he like a.. mini-doctor? And the circle.. is that like a syringe? But with only one finger loop?
Also seconding the idea that menus should be navigatable by keyboard. Or actually.. why can't you aim with the mouse? I'd appreciate the extra accuracy of smooth mouse aiming to tapping up and down to hopelessly try and line up my shot.
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486
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Player / General / Re: TIG Favorites: 2D Graphics Software
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on: September 13, 2009, 02:49:37 AM
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Sorry, natural reflex. From what I've read at other forums, MSPaint is generally looked down upon as a pixelling program.
I can see why (no transparency, frames, dynamic palettes or layers, among others things), but I think I'm pretty efficient with it. I also like the convenience of pretty much every PC with Windows has it already on there.
I think I read somewhere that the beyond awesome Katamari Colossus was done in ms paint. Yeah, here. Personally I use Photoshop for everything. It can pretty much tie your shoes for you if you're savvy enough with the program. You can paint with it, you can pixel with it. It's got animation tools in it (fuck imageready) and it can even do rudimentary vectors. And it has content aware image scaling  open canvas is awesome for drawing with people over the net.
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487
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Player / General / Re: Reccomended indie games
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on: September 13, 2009, 02:24:01 AM
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Go with the Big names. World of Goo and Braid (if he hasn't already checked them out that is). Crayon Physics Deluxe is also charming as hell. And if he's the thiking-while-gaming type then Liberal Crime Squad.
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489
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Developer / Art / Re: Art
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on: September 05, 2009, 02:58:41 AM
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hey guys! I had a birthday a week ago and did this for an invitation card thing  also my supercool cute awesome girlfriend baked me a cake! AWESOME!
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492
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Developer / Art / Re: show us some of your pixel work
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on: August 22, 2009, 02:04:43 AM
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thernz: personally for me it looks a bit too teal, I'd add some pale blue highlights onto the roof (as a snow texture) and I'd desastureate the teal on the earth texture as well, I think it would add some welcome variation to the scene. Also as JaJits said, upixelate the sky, it doesn't blend at all right now.
Dex: That's dope!
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493
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Developer / Art / Re: show us some of your pixel work
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on: August 19, 2009, 03:01:36 AM
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Tip. EVERYTHING moves, all the time. No one can keep their head still like that. When he's breathing in, pull his head up a bit and back. When he's breathing out, down and out. His head should bounce a bit from the recoil, and in the running his head should bob more.
Yeah I had a lot of problems with that. I tried to move the head-sprite around but the movement was too strong and poppy, I'll have to do some 'sub-pixel animating' or whatever it was called. That's gonna take some experimenting. And the leg thing. Anyways, thanks for the crits everybody! hahahahaha, that makes me happy! : D Nessiah: Those have got a lot of class, love the umbrella one.
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494
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Developer / Art / Re: show us some of your pixel work
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on: August 18, 2009, 03:04:54 PM
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A few work in progress animations for a generic enemy for the-game-i'm-making  funky knees on that idle, gotta tone that down a little. Something's bothering me with the run as well but I can't quite pintpoint it. Any crits? (fuck, I didn't notice that the gif colour count replaced the skin tone on the shooting one)
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495
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Community / DevLogs / Re: NOiSE :: Robots, scyscrapers, cats, lasers, loads of scratching and biting
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on: August 18, 2009, 02:59:10 PM
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yeah vertical megaman zero is a pretty accurate description actually. so much that it might risk a clone moniker  but I call it inspired  anyways. I had a horrible horrible downtime with school duties (art camp, what the hell) and moving but I'm sort of back on track now! Here's a couple of wip animations for the soldiers.  funky knees on that idle, gotta tone that down a little. Something's bothering me with the run as well but I can't quite pintpoint it. Any crits? Not sure about the red either. Gotta break out ye olde hue sliders and try out some variations.
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496
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Developer / Art / Re: Art
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on: August 18, 2009, 02:50:21 PM
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fantasy art, dude with a sword. truly an inspired motif. 
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497
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Developer / Art / Re: Art
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on: August 08, 2009, 09:37:14 PM
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godsavant: I dig your green pixel stuff and I very much dig the recent megamanish thing ak: that is incredibly french! I return valiantly from artcamp (in which boring cows and boring boats and boring trees and boring seasides were painted) and most valiantly carry on with moving back to the university town for the upcoming schoolyear. So little time to work on the game : ( So much time to doodle inbetween stuff!    
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498
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Developer / Art / Re: Art
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on: July 30, 2009, 11:56:35 AM
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a quick 30-40 minute doodle to get into the working day. or night as it were. 
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500
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Developer / Art / Re: Mockups
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on: July 27, 2009, 09:52:58 AM
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That's a really cool concept and I like the drawing part of the art direction but I would like it a lot more if the colouring weren't quite so garishly primary-coloury. If I could I would suggest throwing in some broken tones and maybe imitate dramatic stage lightning in some way. I think the game would look a lot more ace.
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