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Messages - AlienQuark
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61
Pixel Art / Re: Delta Force
« on: October 23, 2007, 08:50:57 pm »
I actually prefer the harshness in terms of outlining, since I'm a huge pen-and-ink kind of guy, black outlines give me boners. The screen you edited makes everything look too pastelly for my likings.

.......Aaaaaanyways, the one thing I really like is what you did with the girl portrait. That's really the one thing I really am glad people have been editing. I really really suck at drawing girls, I need to get better. Otherwise my entire game will be a sausage fest  ???

So yeah, as greatful as I may be for the edit, the black outlines will stay as a stylistic preference, But I can try to find a way to dull them down a little so that they're not so harsh. That I can try to do. But I love bold outlines too much to completely ditch them.

62
Pixel Art / Re: Delta Force
« on: October 22, 2007, 05:43:06 am »


Tweaked based on suggestions I got from some peeps. Yup.

63
2D & 3D / Re: Official OT-Creativity Thread 2
« on: October 19, 2007, 11:19:13 pm »
I went beyond the 5th mockup and made my Halloween edition a REAL game.

http://www.mediafire.com/?7t97zx2x92t

Check it out, it's good for at least a laugh.

64
Pixel Art / Re: Delta Force
« on: October 19, 2007, 12:36:58 pm »
Just forget making every background perfect and go with the 'rough background' style you've got going now. I am saying this because for a project of this scope you'll need so many assets, it's best to finish it than not to finish it.

This is probably one of the biggest reasons why I've considered taking on extra help from someone more qualified to do that kind of work. But I'm not well known enough in the art community, and I'm not able to pay anyone, so it would have to be interest based only. And obviously I have a specific kind of vision for the project, so it'd be hard to find someone to match what I have in mind.

But yeah, for now these will do while I work out story and animation issues. I at least feel like I'm improving, which is good.

The responses I especially love getting back are the ones about what it reminds you of. I've heard almost all of my biggest influences come back at me, and it's nice to know it shows in the work. I'm referring to your answer Rargh!, Nightmare before Christmas and Spirited away (and in some stronger sense Howl's moving castle) all definitely had an impact on me, and it's cool to know that those influences are reflected in my work.

65
Pixel Art / Re: Delta Force
« on: October 18, 2007, 06:42:37 pm »
baccaman21: I've solidified the concept to the point in that I know exactly why things are the way they are, nothing is arbitrary in my pictures. The black stuff in the corner has a specific symbolic meaning, the white water monster has a specific role, as does the skeleton boy and everything. I've completely mapped out the concept and premise of WHY everything is going to happen in the story. All I'm missing right now is the specific places needed to move the story forward. I know how it begins, how it ends, and why it's happening in the first place. Trust me, I think it's an idea that, if not original and new, will at least be portrayed in an interesting way.

I've purposely left things ambiguous here, because the whole point of this story would be to leave you wondering why things are happening. If I explicitly explained why everything is the way it is, why even bother showing it to anyone, because you would know everything before it even happening. It would just ruin the fun of becoming immersed in it.

Haha, and the Delta Force thing is a joke, that's in no way related to the story. The story's actual name is "The Delta Odyssey" which is supposed to impose ideas of classic epic stories, such as Homer's The Odyssey. Delta Force has nothing to do with anything here.

Think of this more as my Alice In Wonderland.

Stefano: WOW, that is an amazingly helpful edit, and exactly what I've been looking for! Thanks a billion for the edit.

Ok, so I left things too ambiguous I think. YES, I do intend this to be a game, and have been working at this concept for what could be closing in on 2 years now. I've just finished writing the first "chapter" of this story which is about 2400 words long just to give you an idea of how hard I've been working to make this a real thing. I've got plans for the next chapter, but I've yet to write it out.

Let me explain some things. The whole premise of the story revolves around The Boy (skeleton protagonist) and his determination to find his identity. The story starts on the hill with the tree with the Boy waking up with no memory whatsoever: no name, no recollection of his past, no idea whether he even had a past, why he's dead, IF he's dead, and basically questions every single aspect of his existence. The black stuff is The Void, basically like the black of space, theoretically it is the essence of nonexistence, literally a void. I can't say more about it, because it could potentially ruin its purpose, but it has symbolic significance, not just made as a gameplay aspect.

I'm going to stress right now, that nothing I've shown has been implemented as purely a gameplay aspect.  I haven't even solidified the gameplay aspect of things, so everything you see here is pivotal to the story.

I think I'm getting a little tangential and confusing. I wrote out a pretty nice summary of things over at TIGSource forums, so if you go to http://livetheodyssey.blogspot.com/ and follow the link, you can see all the character bios I have so far, and better explanations of some things here. Also, that blog is my dev log for the project, so things that get finalized will show up there. Hopefully I can sexy it up in some time, I just started it, and I'm really inexperienced with blog maintaining.

Okay, I've said a lot, and probably haven't kept it very coherent, so try and filter out what you want from this, and hopefully the other thread I've referred you to answer some more of your questions.

66
Pixel Art / Re: Delta Force
« on: October 18, 2007, 01:41:27 pm »
Xion: Yeah, I need to figure out how to shade properly, and figure out where the hell my perspective is to make it look proper. I haven't even touched the hils' grass, which is why it's so flat. I really don't know how to make the patrons look more in place. I did change the shoulder piece you mentioned before, changed them from circles to triangles and simplified them a bit. That picture is a little out of date anyways. The rest are at least a little more current.

Jad: The girl portrait and sprite need an overhaul for sure, I'm not one for drawing girls, they're just not my forte. The portrait especially is bad.

67
Pixel Art / Delta Force
« on: October 18, 2007, 03:34:29 am »
Been working hard on a conceptual project of mine:

Not sure what of this has been shown...





Rough Mockups:


Old:New:(Still WIP)
Text was not pixelled, added later for personal conceptualizing. Testing things out and such.

Tell me what you think, I would really prefer some of the more hardcore critiquers to get their hands on this, everything is up for critiquing. Have at it.

68
Pixel Art / Re: Lectro Mockup Madness (New mockup; Oct 6)
« on: October 09, 2007, 12:05:42 am »
At first I wasn't going to say anything, because it was looking pretty fly, but the more I come into this thread, the more I am reminded of cave story and the underside.

You can very easily tell that both are influencing your work, and to me it seems a little too heavily even. You had something snazzy and original going on, but the more you work on it, the closer it gets to another carbon copy of the 2, down the the tiles. Sorry man, but to me you're taking steps away from an appealingly original thing here.

69
Challenges & Activities / Re: Mockup Frenzy #3: Game Boy De-Makes!
« on: September 19, 2007, 07:02:26 pm »
I made a second one (still FF12):


Woop woop! I had a third, but my pixel program totally obliterated it and erased the entire thing, and i was well over half done  :yell:

70
Challenges & Activities / Re: Mockup Frenzy #3: Game Boy De-Makes!
« on: September 18, 2007, 04:55:17 am »

I think i broke restrictions...

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