New character sprite

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Erpy
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#26 Post by Erpy » Mon Apr 11, 2005 7:49 am

Def Zeppelin, I've been trying to find something constructive in that last post, only to fail miserably. This is a game making forum, where directions and constructive criticism are supposed to be the focus. This is not a shooting range where people can use other members' submissions for target practice.

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JLM5
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#27 Post by JLM5 » Mon Apr 11, 2005 9:23 am

Yes, If you don't like the game or its graphics, you will not be forced to play it ever!

Many people has said the characters look good, so I don't believe the sprites are actually as bad as you, Def Zeppelin, said.

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#28 Post by moonlit » Mon Apr 11, 2005 5:49 pm

Hi,

I like the picture of the old fisherman non-pixilated. However I must admit that is a bit because I like clear graphics in the first place. Pixilated or not he makes a very believable fisherman.

The only thing that could have a little improvement is the very dark beard that seems a bit of with the rest of the face. However personally it wouldn't bother me while playing the game.

Also it is easy when writing a program and/or game to get lost in the details then at a certain time there is always the risk of loosing interest. You could always enhance those little things once you have a releasable game (then you can, at any time decide to either release or continue enhancing).

The walking main character looks very good. I like the way his upper body moves with his arms.

Just my opinion, regards, Ron AF Greve.

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#29 Post by Parhelion » Mon Apr 11, 2005 8:19 pm

I second moonlit's opinion.  I think the fisherman portrait doesn't need to be pixellated.  But it's really the artist's call.

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#30 Post by Blackthorne519 » Mon Apr 11, 2005 10:03 pm

JLM,


 I'm a big fan of your work - and I'm really looking forward to playing your game.  I'm a big supporter of all you do - I think it looks great.  Keep on doin' what you're doing.



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#31 Post by Alias » Tue Apr 12, 2005 5:57 pm

One thingg that would make you're backgrounds look nicer (specially the new one) add something in the background like some hills, or something. Some foreground shadows would add some atmophere, but thats just me.

Good job, I love the portrait but I have the plain grey background? try to make it like QFG1VGA where there is a bit of the zoomed background showing.  ;)

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#32 Post by JLM5 » Wed Apr 13, 2005 8:46 am

Thanks for the defending comments. I was already getting upset as I thought that nodody had any positive comments about the potrait. :)

Personally, I have never liked the blurring and pixelating of pictures. Regarding the potrait's background, everyone probably remembers the fact that many of the Sierra's games (excluding QFG1VGA) have just one-coloured backgrounds in the dialog pictures. Such a games are, for example, QFG3, KQ6 and KQ5. I can say the potrait of my game looks much better when testing the game in AGS.

The idea of adding shadows to the room's backround is a good idea, yet.

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#33 Post by JLM5 » Mon Jun 13, 2005 9:47 pm

By the way...

Here are 2 updated backgrounds from our game. I have tried to make the forest and general atmosphere a little darker.

Image

Image

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#34 Post by Klytos » Wed Jun 22, 2005 11:39 pm

Love the portrait, love the character, love the backgrounds.

Image

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#35 Post by El_Listo » Sun Jul 03, 2005 2:26 pm

Great stuff.

Image

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#36 Post by JLM5 » Wed Nov 23, 2005 5:34 pm

After a long time.. I'm still continuing the development of my game project. I hope sometimes there will be a day, when it is released.

I tried to improve the dialogue picture by making it more "pixelated" like someone of you advised. I also added new borders to the potrait and altered the background. Please ignore the possible spelling or grammar errors in the text box; The final game will be completely spell-checked. Here is the improved screenshot:

Image

Music Head
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#37 Post by Music Head » Thu Nov 24, 2005 6:32 am

Are you going to add eyes to the main charector?

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#38 Post by JLM5 » Thu Nov 24, 2005 11:13 am

Frode wrote:Are you going to add eyes to the main charector?
Hmm... I must think about that. Perhaps he could look better with some kind of eyes (in the side-profile)?

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#39 Post by navynuke04 » Thu Nov 24, 2005 11:49 am

That's really good! It looks like it's coming along great!

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#40 Post by JLM5 » Sun Feb 19, 2006 3:08 pm

Which one interface looks better? Personally I prefer the newer one (in the second picture). Please note, that the character sprite and the background are updated too, and the "inventory"-icon is still under development.

The old interface:
Image

The new interface:
Image

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#41 Post by moonlit » Sun Feb 19, 2006 3:19 pm

I think the second interface is indeed better, more inline with the rest of the graphics.

I also like the added detail to the path and the fact his shirt is shorter. In the previous picture it made him look like having a very long body.

Regards, Ron AF Greve

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#42 Post by Relight » Mon Feb 20, 2006 8:11 pm

Good job! One thing is that each of your buttons has the same texture. If you kept the same style of the texture but changed it to be different on each one, it might look even better.

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#43 Post by JLM5 » Mon Feb 20, 2006 11:02 pm

Does it is better now? The style of buttons is same as before, but the texture of the buttons is no longer identical.
(I edited them with Adobe Photoshop Elements, using copy and paste -tools)

Image

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#44 Post by dungeonsofdorks » Tue Feb 21, 2006 2:35 am

It seems interesting. Are the backgrounds intended to look like sponge paintings? It throws me a little. They are not bad at all, just a bit spongey... if you know what I mean. I think I like the original sprite a tad better, but that's just personal taste. Keep up the good work!

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#45 Post by OmerMor » Mon Feb 27, 2006 6:52 pm

Hi,
I like your graphics,
however I feel that your sprite is leaning forward a little too much.

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#46 Post by pass » Fri Mar 24, 2006 11:17 am

Love your graphics, love your character, love your interface.

I think the cursor might look better if it was more brownish and less orange. It would probably fit better with the graphics.
I also tend to agree that the character's movement looks a little "heavy". He is a little bent forward, and also he doesn't stretch his legs forward enough, in my opinion.

Other than that, I'd love to play the game. Keep up the good work!

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#47 Post by JLM5 » Sun Apr 02, 2006 10:08 am

Thanks for the comments!

Now I'd be curious to hear your opinions about the two different fonts I could use in the game. So which one font is better? Font 1 or 2? The first one is actually meant for 320x200 -resolution (this game is 640x400), and the second one is drawn by me, and it is made for 640x400 -resolution.

Font 1:
Image
Font 2:
Image

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#48 Post by moonlit » Sun Apr 02, 2006 10:25 am

Hi,

I think the smoother (second one) is better. However I would change the 'd' and 'b' so the half circle is as high as the other characters like 'n', 'a' etc. (look at how the d and b are done in the upper screen).


Regards, Ron AF Greve

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...

#49 Post by deltamatrix » Fri Apr 07, 2006 1:01 am

Oh second please.

How long have you been making this game?

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Re: ...

#50 Post by JLM5 » Sat Apr 08, 2006 12:33 am

deltamatrix wrote:Oh second please.

How long have you been making this game?
I'm a little embarrassed to admit this, but it has been in production about three years already. Actually, the "first" year went just by practicing the making of backgrounds and characters. For example, the first version of the lake background looked much more blurred and worse than the one you see above (if even it is the final version).

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