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Messages - Rosse
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81
Pixel Art / Re: [WIP] Canine Private Eye
« on: September 27, 2008, 05:14:56 pm »
I don't think a motion blur is needed. This animation looks lifeless because it has no motion aside from the drawing arm. I tried an edit to show how the body can move while drawing the bone (I used Tremulant's edit as the base).


82
Pixel Art / Re: [WIP] (Nudity) Female character base 3/4 top down view
« on: September 24, 2008, 09:34:46 am »
About banding. Well, maybe you can say that pixelart is about sharpness and put details even into subpixel-level. When you do banding, you increase the thickness of a line (or region) without adding information. This can be observed in the pelvis area (as Helm stated). You want to AA the cleft, but you have not enough contrast that the eye reads "antialiasing".

About contrast. You said that you don't want the sprite too dark, but contrast is needed that you can read volumes. Your greyscale image shows this pretty well I think. In 100% view it looks quite flat. I tried to "sculp" the figure with just three different values: light (surface points up), mid (surface points towards viewer) and dark (surface points down). The other three colors are outline, AA (from outline to dark) and background. The sprite isn't really dark by itself. I think I could make it even brighter without lossing much contrast (and thereby volume).

About skin colors. The colors I used here were colorpicked from wicked weasel (bikini shop with modelshots). Since they're from reality photographs they don't fit into a game without modifications but I hope you get some inspiration for alternative skincolor than the generic (cute?) piggy color.


83
General Discussion / Re: Gravity Hook!
« on: September 07, 2008, 06:27:38 am »
I don't agree with the idea of more features. This game is like tetris. You have a startpoint and some boundaries (rules). That's everything and nothing changes while you play. Or do you wish (when playing tetris), that the higher you get, the more features you should obtain? Positive Things like bombs, lives or earthquake which creates automaticly a gab for the damn "I" block? Negative things like enemies, or misshaped blocks which don't align (think of a triangle)? Or the other way around... imagine tetris starts just with the "o" block, nothing more. The further you play, the more different tiles you obtain, like "I" or "T" or even "Z"!!!11
I like this game because it works just as tetris. Everything which is possible can you do from the start on. No cheap tricks to keep the player motivated because the basic gamedesign lacks in depth or fun.

About the push personality. I disagree here too. You have a startscreen which tells you everything you have to know. The rest is imagination. Maybe you have a booklet which tells a story (or a small comic book like yar's revenge). The yellow robot works perfect ingame. It's easily recognizable and the nodes works perfect for what they are. I especially like the "height-marks". They come from time to time and between them the background it's dark. In my head this creates a very interesting, creepy hole.
Of course, you could make a perfect spiderman game out of this engine. The background would be a skyscraper. The nodes were enemies in windows (when you come to close to them, they use their knive and stab you, so look out!). You (spiderman) shoot your spider web against them and try to reach the roof, where your beloved girl waits (kidnapped from a villain). The highscore is the time you have to rescue her... and the best, you don't even have to make big changes in the engine... whee, new license-game! (which would make more fun than the real ones, tho) - sorry about the ranting.


84
General Discussion / Re: Gravity Hook!
« on: September 06, 2008, 08:42:37 am »
Aww, that's not fair. I said to myself, I'm going to post here when I get at least 1000m and now, bOOm, exactly 1000m... now I want more.

I think you definitely achieved some oldskool feel in me. The last game I bought was Zelda Twilight Princess for Wii and the only good thing about it was, that I bought the NES Zelda for Virtual Console which I played more often than the new-gen crap. So I virtually played no games since 1 year or so for more than a few minutes. And your small game made me play it for 1 or more hour now and I'm going to continue playing it when I wrote that post :) Apart from the indie-scenes I'm not very interested in games and even in the scene itself I don't play many because of my mac. This online-game really makes my heart jump!
Additionally that game is the first which makes me to want to break the highscore. Normaly I played game just for the sake of it. But now I want into the highscore... damn you ptoing!

The game mechanics are very interesting. This simple game allows a bunch of different ways of playing with nothing more than a robot, grapplinghook and some nodes... awesome! You could play the fast and dangerous way (small or big distances with high risk of collision) or slow (small distances with small risk or collision) or maximised swinging and so on. It's totally up to the the player and the game doesn't force you to something.

[edit] I wonder how your node-algorithm works. Is it completely random, just lesser nodes the higher you are or something more complex (like keeping an overall distance between nodes)?


What's that framework you talked about? This pixelperfect (flashgame?) makes my coderfinges itch. I coded two small games (with Blitzbasic 1,2) and now seeing this want me to make one again. Do you have some information somewhere on the net or would you like to talk about it here?


85
2D & 3D / Re: Official OT-Creativity Thread 2
« on: September 03, 2008, 09:35:45 pm »
JJ Naas>
I hope I don't make the impression of being ignorant and close-minded ;). I see what you mean. Your idea about imitating others and then interpreting their reaction is really the way life works. I read an article a week or so ago (can't find it again, so no source, sorry) where they proofed, that imitation is a real important factor to get accepted and successful in the society. One test in england was, that they had waiters and one group tried to imitate the guest (repeating everything they said, imitating their gesture...) whereas the others didn't try to match the guest. The result was, that the imitating waiters got about 60% more tip than the others. Other experiments with apes showed, that they are able to imitate other fellows. That's important to learn and get accepted in their community. It looks like this natural behavior is one factor of a functional society. Loosing this ability may result in a "you're ignorant" impression.

I don't try to imitate my surroundings, at least not intentional. I try to being aware, don't judging my surroundings but accepting. Not good or bad, nor right or false, just being. So when somebody asks me, if I like something, sometimes I don't answer or I ask the a counter-question. Other times I say I don't know or I don't mind. Thus my fellows call me sometimes "ignorant". But being liberated from (or currently: trying to) such thoughts or behavior can that be called ignorant? I mean, I don't mind. But wouldn't be their behavior (from their point of view) called ignorant?

Helm>
I know that you don't have (or like) to judge if I put love into my work or not. But I believe when you see something artificial (meaning created by humans) there perhaps you can see something sub-concious. A force or tension which surpasses logic. That's what I meant lacks my comic and I thought this can be read out of your critique. I'm sorry if I interpreted your critique wrong. But of course I know what you said (literally) and I try to adress what you critiqued next time!

About the feeling-stuff. I think I see what you mean. But maybe I'm unclear to myself what I mean with feelings. Above I wrote something about not judging or trying to be just aware of your surroundings. Of course, when the time comes, I have to make decisions. Now, how do I "judge" how to act? My whole life I tried to surpass feelings through using logic (being pragmatic). Over the years I really put the judging-tool "feelings" into a drawer and just used logic to determine what to do. Now, years later, I can't easily tell if I like something or not. I use logics to determine if it makes sense (and therefore I "like" it) or not.
Now, more time passed and more thoughts be thought. I found out, that logic which I used was something artificial. It's human made and therefore limited. Limited by the system we created our self, limited by language and limited by passed on experiences. I wanted to get rid of it, being liberated from it and being free... to create true art (not that lifeless stuff). At the same time I found out about eastern believes like buddhism and taoism. I saw parallels in thoughts and the "way".

Now trying to adapt this new approach to my old way it's not easy. I'm easily distracted, often don't know what to do. All I know is that I want to create art which other people inspires to create art and those inspire other people again to do so and so on. That's where I'm aiming at.
I'm not sure if I'm at the right track. I don't know if I can accomplish that. I'm not even sure if that's a good thing or not. But a further step is done by going through my mind and posting this. If you (all of you) d'like to answer something I really appreciate it. But if you think I'm just confused just ignore me. If it's too off-topic please move or delete it.

walk on...



86
2D & 3D / Re: Official OT-Creativity Thread 2
« on: September 03, 2008, 07:03:16 am »
Quote
I'm sorry if this all a lot for a first effort.

Not in the least! To be honest, apart from the internet I don't get any critiques at all. And when I was in school what I got was seldom in-depth. So I'm very very thankful to get such critique!

I see now much clearer where I didn't succeeded to communicate the story and where it lacks in tension. To overcome that I have to practice futher, that's for sure. But I think it lacks in something different (and maybe most important) which you probably noticed but didn't persist (because not to insult me?). It's the lack of love or passion which I didn't or more precisely can't add into my work (not this comic only but everything I create).
You said I didn't add any toys and stuff into the children's room. Is that because I'm not versed enough or too lazy? Maybe, I'm not sure. But to be honest, I didn't even think of that. I didn't think of creating a mood, to empathize the reader into the boy. You say the second page don't communicate any feelings. I totally agree. But I have no Idea how I feels to be that young boy. Is that something which can be learned through studying gestures and facial expressions? Or will that automaticly occur if there's enough life experience which you can depend on?
Now, when I look back at this and other works I see, that these were created plainly with logic and no single feel. Logic is always limited where feelings are the language of the subconsciousness and therefore unlimited, independent and free.

I think I have to work really hard to express feelings first and put that god damn logic out of my head.


Yesterday I read a interview with Hayao Miyazaki where he said, that he belives, that classic animation will die some day. And that's because of the childrens, which grow up in what he calls a virtual world. Nearly everything which they consume are artificial produced, the pictures they see don't really exist, no real connection to the nature, no experience with it and less close communication with other humans. But exactly these experiences lead to masterpieces like his animation films (and I think art in general). And when the experience dies, the art dies too. - These days I really feel like I'm a virual human.

Don't feel responsible Helm. I don't feel such because of your crits. But I think now I can mention it here and maybe some of you have a "cure" for that "new illness" (which just happend to be my life experience)

87
2D & 3D / Re: Official OT-Creativity Thread 2
« on: September 02, 2008, 07:55:41 pm »
Quote
Do you want comic art critique for these?

If you'd like to take the time, I'd love to hear some crits and would be very thankful. Critique are always welcome as I'd like to learn as much as I can. Even when I can't or won't address them in this piece, I will learn something for the future. Feel free to critique everything you'd like to!

88
General Discussion / Re: Official Off-Topic Thread
« on: September 02, 2008, 03:46:44 pm »
Little nemo's adventures aren't a sole comic. It's always a one-page story (always ends in waking up) which appeared weekly in sunday-issues from various newspapers from 1905 to 1914. Getting a original one is pretty unlikely. But there's a book called Winsor McCay, "Little Nemo, 1905-1914". In that one there are all comics which were published in that time period (weekly). It's pretty massive (around 430pages). I have the german edition but this one should be the same (english). Definitely a must buy!

http://www.amazon.com/Little-Nemo-1905-1914-Winsor-McCay/dp/3822863009/ref=pd_bbs_sr_2?ie=UTF8&s=books&qid=1220370504&sr=8-2

89
2D & 3D / Re: Official OT-Creativity Thread 2
« on: September 02, 2008, 12:21:29 pm »


A few month ago, I was in a 1-year school of art where I attended a comic course. The goal was to make a whole story and afterwards produce at least three finished pages. It started as a story inspired by Winsor McCay. You see a boy sleeping in his bed. Later a goblin from a movie/fantasy-poster comes alive and leaves it's flat existence to take the boy into adventures. This journey begins with that the legs of the bed grows (by saw them off!?!) and the bed's breaking through the roof, where other goblins comes and transform it into a car. But then the troubles just begins...
I think the most interesting was I learned was how you could handle time. First my whole story was told in three pages. The viewpoint was always constant and the elapsed time from panel to panel was rather big. My teacher challenged my to put more personality and character into the story by using more dynamic perspectives and character close-ups. Since I didn't do any reseaches the characters and environment are pretty uninspired boring and sometimes even wrong. But the new approach had lead to a different speed. Now on three pages I could only display how the goblin comes out of his poster, whereas in the other style I told a whole story i three pages! Very interesting for me. But to be honest, I like the old approach (McCay's) for this kind of story more, because it's more about the adventure itself and not about the character feelings (which I had no idea how to express).

About the technique. First I wanted to do it completely digital, but my digital line quality is completely for the arse, thus I wanted to draw it analog and then color it digitaly (Studio Ghibli style). But two weeks before deadline (when I just had scribbles and not even begun final penciling) my Laptop died so I went for a classic black&white approach. I think it's very interesting how you could descripe volumes just with two values and I thought back then I did a fairly good job. But seeing it now I have the feeling it could be pushed much more... and the lineweight is just ugly thin.

Nevertheless a good experience.

90
General Discussion / Re: Official Off-Topic Thread
« on: September 02, 2008, 07:12:47 am »
Sorry about the bad sparta joke helm, didn't want to insult you  :-[


About comics. It's very interesting how my perception of comics changed in the last, not very long, time. When I grow up (in Switzerland, born 1986), all comics I knew were Mickey Mouse and Donald Duck. I had never seen a Marvel or DC comic (I got the feeling that muslemans were taboo) or something serious or hilarous as (sometimes) your comics I read lately. To be honest, I didn't even know of the existence of such, or even more embarrassing, superheroes as X-men, Spiderman. All I knew were Superman and Batman, but just because of the movies and not the comics (or books? do not even know today  :-[ ). This stuff slightly changed when I got the internet and try to find out how to get a artist. And even today I never read such a comic. Sometimes I read (mostly) cheap short comics on the internet or newspaper, but that's it. My first deep fascination about comics come from Winsor McCay (not even a year ago!). I bought a book where all his "little nemo in slumberland" and "in the land of wonderful dreams" comics are. Later I choosed a course about comics in my 1-year school-of-art (Maybe I post the result in the art-off-topic-thread). That's nearly everything I can tell about my comic experience.
Now reading your comics is pretty inspiring and refreshing (particularly the later ones). Such things give a special feeling deep in my self and I have no Idea what that means or where this will lead to. But I will continue reading your comics and your explanations with huge interests.

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