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Messages - Fulcrum

#1
Critics' Lounge / Re: Main character
Thu 17/08/2006 17:43:47
Quote from: Mad-Hatter on Thu 17/08/2006 14:11:08
I like the walkcycle, but I must agree with everyone else:  He seems a bit frantic.

Try slowing down the animation a bit.
Quote from: Fulcrum on Tue 15/08/2006 17:58:20
Yeah, those images are a bit too fast. The actual walk view will be at a different speed - I made these using GIF Construction Set, and just kept the default settings/timings.

As for showing what I've done, the truth is that I haven't made any changes yet.  Been busy at work and in a decidedly uncreative mood at home (or working on coloring some line art for a friend)

When I make the changes, I'll post them up here.  In the mean time, thanks for all the feedback.  :)
#2
Critics' Lounge / Re: Main character
Wed 16/08/2006 00:26:36
Quote from: ProgZmax on Tue 15/08/2006 22:34:23
Here, I redid all three walk cycles, but I'm tired so they are very rough edits.

1.  cleaned up the images a bit
2.  Made side and up leg movements more natural.  Also made torso sway.
3.  Made arm movements more natural and less jerky
4.  Made character move down on a down step.  This is crucial to simulating movement.


I like the arm and leg mods. :)  The character was already moving down on a down step though.  I think the bum wiggle is a bit TOO much in your version, but I'll definitely use these for ideas. Thanks!
#3
Critics' Lounge / Re: Main character
Tue 15/08/2006 19:32:29
Quote from: n3tgraph on Tue 15/08/2006 19:05:12
The cycle when walking "up":
It looks a bit odd because the lower side of his jacket (and his butt) isn't moving, looks static, I think the jacket should 'bob' as a whole.
Hah! I never noticed that before, and now it's bugging me.  You're right, it defintely needs some ass bob.

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The cycle when walking left or right:
I think you should bring the legs more to the front and less to the back, if you understand what I mean. If not say so :)
No, I do know what you mean - his legs stretch out further behind him than they swing forward when he's walking.  I'll have a go at some different leg movements, see what happens.
#4
Critics' Lounge / Re: Main character
Tue 15/08/2006 17:58:20
Quote from: Rap4Life42o on Tue 15/08/2006 17:45:38
Those are very nice. I think maybe you should slow it down a bit though.

Yeah, those images are a bit too fast. The actual walk view will be at a different speed - I made these using GIF Construction Set, and just kept the default settings/timings.
#5
Critics' Lounge / Main character
Tue 15/08/2006 17:29:37
He deserves a better background!  ;D

But here's the standing views and walkcycles of the main character so far.  Trying to decide whether it's worth making diagonal walk views (currently just using the up and down for the diagonals).








CnC welcome, as always.
#6
Quote from: Greyarea on Thu 10/08/2006 22:08:03
I'm no pro at this like some people on this site but the ceilling in pic of the room on your site seems a little too high in proportion to the character. Also the mirror seems to be at a very strange angle, like something is behind it (pushing it outwards).

...You forgot to mention the TERRIBLE perspective on things like the bookshelf, the desk, the rug...   ;D

I'm in the middle of tweaking that one (one of the reasons I didn't post it).  The mirror is supposed to be curved though, not flat.
#7
Quote from: Neutron on Thu 10/08/2006 20:51:39
he never said it was against the rules, so why are you putting words in his mouth?


He's a mod telling me to embed the images in the post, in no uncertain terms. So I figured it must be a rule.

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look, he is offering you critisism, maybe you don't like it, but there's no need to get mad.
Who said I was mad?  ::)
#8
Man, that's sweet.   :)

The "no face" thing bugs me a bit too, though I guess it's a question of whether you want the character to be able to emote via facial expressions, or whether you'd prefer them to be more of a cypher for the player to project themselves onto.  It'd be a shame to waste that great pic of his face though - maybe include a closeup shot during dialogs?  Either way, excellent sprite.
#9
Quote from: Andail on Thu 10/08/2006 10:59:02
First of all, please try to make an upload that can display the image directly on this forum, for instance Neole's uploading site.

Hmm.. didn't know this was a problem. Can't see it in the "read this before posting", must have missed it in the FAQ.  I figured this way would be better than forcing people to load the image every time they visit the thread.

Quote from: Andail on Thu 10/08/2006 10:59:02
The picture itself can certainly be improved. Right now it's not really interesting, as there is little to look at, and everything is blurred.

I do need to add more detail, although this particular room won't serve too much of a purpose, other than for atmosphere.  I think one thing contributing to the blurriness is the color compression - the only thing I actively "blurred" was the house in the background.  There's actualy  texture on those trees, for example, but it was lost when I compressed the image.  I may try increasing the number of colors and see what happens.

Quote from: Andail on Thu 10/08/2006 10:59:02
The mist certainly doesn't work. Mist is not a thick layer of cream, it's much more ethereal, and it's not completely white.  The best part is the character, which is really well drawn and could work perfectly with the theme of your game (although the dissolve effect on his feet is non functional, and looks more like a bug to me).

Well if you'll notice, it's only solid white on the path - ie, right by the character's feet. This was done from necesity for use with the mist effect (which I've tweaked slightly since this screenshot was taken).   It'd be fairly easy to ditch that entirely, though I would still like to have some sort of mist effect on his lower legs.  ProgZmax's idea of another sprite overlayed on the character to achieve that sounds interesting, though I'm a crappy coder.

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This character definitely deserves a background with more efforts and time spent on it.

Well I have other backgrounds uploaded to that deviant art account, but I won't post the links if linking to outside pages is against the rules (and one of the backgrounds in question REALLY needs some work).
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#10
Critics' Lounge / Spooky outdoors background
Wed 09/08/2006 16:03:51
Just started playing with AGS, and I wouldn't mind some feedback on some of the backgrounds I've been experimenting with.  Currently my scripting is non existant, just dipping my toes in with making some rooms and seeing how things work. You can also see the main character there in his default view.

http://www.deviantart.com/deviation/36820227/

30 colors, 38 with main character.  I'm debating whether to attempt to stick to a 256 color pallette, or just go high color but retain the look of the low-color games by restricting the palette in each individual background.

Also debating on how to achieve the mist effect - at the moment, what you see there is a "walk behind" region, which means it gets deeper as he walks towards the screen. My other option would be to make a new set of views for the character, with washed out/faded legs.  It'd look better, but would go past the (admittedly arbitary) 8-color limit I set for myself.

Any feedback would be appreciated, positive or negative.
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