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Messages - Beoran
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41
General Discussion / Re: What to use to make simple turfs
« on: September 29, 2008, 11:51:39 am »
Ah, I see. Well, it kind of makes sense, though, that you lose focus, as you're clicking inside another window. It may be better to assign custom keyboard shortcuts for moving the layers and hiding and showing them.

42
General Discussion / Re: What to use to make simple turfs
« on: September 29, 2008, 06:52:44 am »
Well, perhaps I misunderstood what you're tryng to do, but I first click the drag tool, and then and then I can immediately move the layer by keyboard or by mouse alternatively without losing any focus. Even in old GIMP 2.2.14. Perhaps your problem is different?

43
Pixel Art / Re: [WIP] (Nudity) Female character base 3/4 top down view
« on: September 29, 2008, 06:17:24 am »


Taking also some of scamocore's improvements, I've reduced, but not removed entirely, the highlights and shadows on the legs and the feet, and also on the stomach. As for the position of the eyes, the lower position does look more "correct", however, I like the slightly-looking-towards-t-the-player for psychologic and representative effect. I feel I can relate better   to a character who looks at me. Perhaps Helms point about allowing characters to remain characters,  is important here. I feel that, just like in a comic book, in a video game, realism is secondary to representation value. Actually, that's why I'm making my game in 2D to begin with. If I wanted realism, I'd go for a 3D game. That doesn't mean I should do my best to make the sprites look good, though. The player has to feel "hey, that could be me", not "that looks kind of ugly".

To give you an idea of what "the competition" in the free and open software world is doing, consider this snapshot of "The Mana World", a free MMORPG (that's quite fun to play already, and quite popular). I'll be glad if I can make sprites and tiles that are more beautiful and consistent than these:


Edit: some more fiddling with the legs and feet, made the feet smaller and the upper legs longer.  I'm unsure if this is better or not.


44
Pixel Art / Re: [WIP] (Nudity) Female character base 3/4 top down view
« on: September 28, 2008, 10:03:26 pm »
Yes, well, I can see what you mean, but I don't quite see how I could solve it. I would appreciate an edit if you have some time to spare. :)
Edit:
Oh, and I forgot to mention explicitly, but the plan has slightly changed. I'm not doing pure 3/4 view anymore, the goal is now "sligthly" elevated, more like 1/2, or from a 45 degree angle...

45
General Discussion / Re: What to use to make simple turfs
« on: September 28, 2008, 09:58:26 pm »
Actually, I just tried what you want to did in Linux, and it works without problems. So, it's certainly a Windows bug. You may want to make a bug report to the GIMP maintainers (if the bug hasn't already been solved in the latest version).

As  another free alternative on Linux, there's mtpaint, which is also nice for easy pixeling.

46
General Discussion / Re: What to use to make simple turfs
« on: September 28, 2008, 12:21:22 pm »
Frychiko, on Linu this problem can be mitgated with a good windows manager. n windows, it may be a portability problem...

47
General Discussion / Re: Test your color IQ
« on: September 28, 2008, 12:19:29 pm »
Another test to discrimnate against people with the most common handicap: color sight deficiency ("color blindness" is a misnomer, I can see colors fine,, just differenty than you people do)

48
Pixel Art / Re: [WIP - 9.23.08] Pyramid
« on: September 25, 2008, 11:22:59 am »
To put my two cents into this debate, it all depends on the height of the pyramid, the type of perspective (parallel or with a focus point) and the angle of viewing. I'm assuming here that you want to draw a pyramid with "Egyptian proportions", that is depth equal to width, and height 60% of the depth.

Also, as you can see in the linked reference image "Zelda 3" uses a "one half" view, that is, a perspective from 45 degrees above, using a parallel projection without focus point. With such a perspective the backside of a pyramid with Egyptian proportions will never be visible, because the top angle is less than 90 degrees. With the same "Zelda 3" perspective, the backside of the pyramid will only start to show when it's less than 50% as high as it is wide and deep. That's why sharprm's pyramid looks a little flat.   Of course, I'm not saying that this is the /best/ possible perspective, far from it. :p Anyway, I also made a small drawing to explain what I mean, I hope it's clear.

My drawing (too much AA because done in a vector editor):


Zelda 3 Reference (linked because it's huge):


http://images2.wikia.nocookie.net/zelda/images/1/17/PyramidOfPower.png

49
General Discussion / Re: You've all heard of Rippers, what about "Inkers"?
« on: September 24, 2008, 07:59:27 pm »
Yes, Xelados, but did he credit you? If so, then that's nice, if not, however, I think he should have.

50
Pixel Art / Re: [WIP] (Nudity) Female character base 3/4 top down view
« on: September 24, 2008, 06:53:59 pm »
Here's what I did with most of your suggestions. I didn't just copy them of course, I still like my face better, and I did the breasts, arms, neck and collar bone somewhat different.


  • Yes, I can see the little horns I had on the top "corners" of he head. I already tried to AA them, and it helped somewhat, but apparently the AA pixels needed to be darker as like you did.
  • Yes, I was going from too few to too many highlights there with the shoulders.
  • I can definitely agree the pelvis is much better if I don't outline it completely. The breasts are a bit less pronounced when not outlined, but, more realistic. So, I'll go that way.
  • I see your point, but I think it's humorous to speak about "silicon" breasts when we're talking about a game character that exists mainly "in silicon". :)
  • I lengthened the arms by 1 pixel, like in your edit. Perhaps one more is in order, but I'm a bit tired now.
  • I made two poses, one with open and one with closed legs. I'm not sure that the opened legs are better, though.
As for the color, I think that my perception of green is roughly 20% less than that of people of average color sight. If I correct your colors for my color blindness, by adding 20% to the green channel, then actually your colors are almost the same as my colors. :) I think I'll have to adjust my colors by removing about 20% from the green channel to make them look "right" for normal people. For now, I just slightly increased the saturation. 

Scamocore, you just posted your edit as I wrote this.  Will look into it tomorrow.

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