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Messages - robalan
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21
Pixel Art / Re: [Wip] ships for flash shooter game...
« on: August 08, 2007, 06:22:12 pm »
Actually, not just the smokestacks but the whole upper portion of the ship skews rather than rotating.  It's fairly disconcerting.

Timpa: if you have a program that supports animation (promotion, GIMP, graphics gale, etc.), you can just save the image, open it up, and view all the frames yourself.

22
Pixel Art / Re: Sean Frog [heavy WIP]
« on: August 07, 2007, 02:30:59 pm »
Heehee, SMF apparently displays postcount "1337" as "leet":



The frog looks cool; I really like the sub-pixel animation in the idle stance, though it's hard to see at 1x.  Not enough is moving compared to the size of the sprite, I don't think.  I look forward to seeing the finished product; the character is pretty sweet so far.

23
Pixel Art / Re: [WIP-ish] My first Pixel Art Monstrosities!
« on: August 03, 2007, 06:26:56 pm »
I'm not sure what the other reply said, though I guess it was either ass-esque or a one-liner, since it has since been deleted, so I'll say something productive.

The spikes look like spikes, but they look like something done in a couple minutes, lack contrast, and don't really say "Hey, I'm a sharp spike; don't land on me!" to me.  Perhaps they'd be better in context, but standalone they don't really appeal to me.

I have no idea what that second thing is, so I won't even try to critique it other than to say that it could probably use more contrast, whatever it is.

The shirt looks like a shirt, though it would probably be a good idea to clean up the lines (remove "jaggies" and double-pixels) before trying to color it.

The stereo cords are the best of these by far.  I could immediately tell what they were, they aren't lacking contrast, and they show a good sense of how light reflects off things.  However, there are still a couple things that probably want tweaking.  Specifically, the red cord suffers harshly from banding.  Banding is when the bands of color all line up and emphasize the jaggedness of the pixel medium.  Here's an edit to show how to take care of it:

Note that that was a very quick edit and I'm sure it could be cleaned up better, but you get the idea.  The same concept probably wants to be applied to the spring-looking area, since it also suffers from banding.  Also, I'm not quite sure where your lightsource is in this one.  The lighting of the metal implies that light is coming from the top of the image, but the cord is pillow-shaded, with light coming from the viewer.  If light is indeed coming from the top, the shading of the cord needs to be revised.

24
General Discussion / Re: Official OT-Creativity Thread [Nudity]
« on: August 03, 2007, 03:20:25 pm »
That's some pretty sweet stuff, zeid.  I've been thinking about trying out zbrush, but haven't managed to find the time.

@Junkboy: Is it just me or is her left leg not connected to her hip?  o_O  It looks really disconcerting.  I can see what you mean by "SNAP! - "Where the girls don't have joints"."


[EDIT] Also, 1000th post in this thread :P[/EDIT]

25
General Discussion / Re: Actual impact of Video Games
« on: July 23, 2007, 09:45:19 pm »
Yeah, that too.  If somebody made a game where you play one person living their life in a realistic environment, I doubt it would be very popular.  The Sims was popular, though, so I dunno.

There aren't really any games that simulate reality perfectly, though I could see the appeal of a heroic fantasy game that was near-perfect in its realism.  In fact, the thing that bugs me most about RPGs is the total lack of realism in injury.  I look forward to the day when games can tell where you're hit and cause your character to react accordingly.  If you get slashed in the arm with a huge sword, that arm should become sluggish.  While perfect realism would probably not make for a terribly engaging game to play, I would enjoy games that draw close to reality.  On the other hand, complete departure from reality can make for awesome games as well.  Okami's art made everything look like calligraphy, and you fought enemies by painting the world like a canvas, but the game is amazing, immersive, and lots of fun to play.  So in conclusion, I have made a point, contradicted myself, and maybe done so again.  Therefore, quality of a game is not at all affected by it's adhesion to reality, or lack thereof.

26
General Discussion / Re: Actual impact of Video Games
« on: July 23, 2007, 09:28:05 pm »
The problem with your argument, Adarias, is that despite there being a huge distance between those places, they're still rather similar in climate and vegetation.  While you can't tell much of a difference from one temperate forest to another (unless you have a trained eye, in which case you probably /could/ identify those places from the pictures), you can easily tell the difference between, say, Arizona, Florida, and Kentucky.  Besides which, there is a difference between the forests you show pictures of; the vegetation is going to be different, even if untrained eyes can't tell from the pictures you posted.

27
General Discussion / Re: Actual impact of Video Games
« on: July 20, 2007, 02:15:14 pm »
Price wise?  Console wise?  I play it on PC, and it's about the same price as any other newish game.  But yeah, there is a large time requrement if you want to see the whole game.

28
General Discussion / Re: Actual impact of Video Games
« on: July 20, 2007, 01:43:38 pm »
I notice that in the discussion of non-linear gameplay, nobody mentioned Morrowind or Oblivion.  I haven't played much Morrowind, but Oblivion is one of the most open-ended games I've seen.  If you want to play the main storyline, good for you.  If you don't and would rather live in the wilderness, hunt deer and gather berries, you can do that too.  While the game does not specifically cater to hunter-gatherer wilderness dwellers, it is an option.  Furthermore, with the construction set and a very healthy modding community, there is a wealth of extra content, as well as the ability to create your own quests, dungeons, mountain chateaus, etc.  I've racked up more than 150 hours on my main character, and still have quests I haven't completed, places I haven't been, etc.  To preemptively respond to people who will likely complain about the 150 hours, I will remind that not nearly that much is necessary to "play the game".  I think I could have finished the main storyline in 30 or so.  But the quests on the side, the (relatively) intelligent NPCs, and the atmosphere make this a game that I have enjoyed playing for quite a while.  Also, the leveling system in Oblivion actually makes sense, unlike in most other RPGs.  As you use skills, you get better at them, instead of arbitrarily getting "experience" from killing monsters.

29
General Discussion / Re: Actual impact of Video Games
« on: July 18, 2007, 06:49:04 pm »
Quote
1. N
2. ...
I definitely agree; N is an excellent game.  Though 88-4 still continues to confound me.  That's the only level I haven't beaten, despite having poured several hours into it.  Ah well; I'll get it eventually.

30
Pixel Art / Re: Some cool Dude.
« on: July 18, 2007, 03:38:08 pm »
Your latest update makes it look like he's slouching so much that his head is coming out of his chest o_O  At 1x, the hair looks like a pair of goggles rather than hair.  Also, I recommend ditching the black outlines; you only have them internally, which is doubly weird.  If you use the colored outlines you've got elsewhere, it would look a bit cleaner.

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