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Author Topic: Bad Timing  (Read 17044 times)
Moonseeker
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« Reply #15 on: January 04, 2005, 01:48:34 AM »

The new screen of the garage scene looks much better considering the perspective.
Perhaps because the player character is not presented directly from the side like in the first one.
I think too that adding shadows would improve the overall look.
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BayStone
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« Reply #16 on: January 04, 2005, 03:39:45 AM »

Adding shadows is always a good way to go. Wink They just don't work that well with 2D - expect when using a shadow circle system, I think.  
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Erwin_Br
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« Reply #17 on: January 04, 2005, 04:01:04 AM »

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Adding shadows is always a good way to go. Wink They just don't work that well with 2D - expect when using a shadow circle system, I think.
A shawow circle would be the only way I could add a shadow anyway, because the source of the light changes with every background. It would, again, be a huuuge task to draw shadows for every different light source. And I'd have to draw these for a whole range of different characters as well. Even a professional development team would be busy with that for months!

--Erwin
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"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
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« Reply #18 on: January 04, 2005, 04:12:28 AM »

Yeah, that's what I thought.  And would that even be worth the trouble in the end?
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Erwin_Br
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« Reply #19 on: January 04, 2005, 04:43:19 AM »

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Yeah, that's what I thought.  And would that even be worth the trouble in the end?
I don't think so. Not for that one slightly-off background. I'll just have to make sure to avoid certain perspectives. I still want to add some variation into the background images, though. Too many games, especially 'amateur' ones, use the same 'shoe-box' perspective in every background of the game.

--Erwin
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"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
gfx johnny
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« Reply #20 on: January 04, 2005, 05:13:26 AM »

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Too many games, especially 'amateur' ones, use the same 'shoe-box' perspective in every background of the game.
That's true. But you can diversify a little bit, and i think you managed to pull it off quite good for "bad timing".  Of course the perspective isn't 100% fitting, but imho it looks good. Smiley Besides, it's a comic style, and you could create lots of funny distortations and it would work well, too (think of Day of the tentacle). So i don't see a problem there.

I think some kind of shadow would be great. It could be less than a circle underneath, perhaps only some kind of small, darker shading.

If it were a 3d game, you wouldn't have these issues, though. You could use character animations in every perspective you want, and you would have correct shadows, too Smiley  *hints at Wintermutes 3d support*  Cheesy  Sorry, couldn't resist Wink
« Last Edit: January 04, 2005, 05:14:17 AM by gfx johnny » Logged
Erwin_Br
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« Reply #21 on: January 27, 2005, 12:02:51 PM »

Well, today I spent every hour on a new Bad Timing character. I finished a walking animation and the left standing pose:



It's, as you hopefully can see, a police officer. An alien police officer. I hope you like it.

--Erwin
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"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
gfx johnny
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« Reply #22 on: January 27, 2005, 12:19:56 PM »

Really great! The animation is especially good.
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BayStone
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« Reply #23 on: January 27, 2005, 01:15:37 PM »

Looking really good... but can I make a really small suggestion? Make his head move in left and right direction?  *_*
« Last Edit: January 27, 2005, 01:16:04 PM by BayStone » Logged

xerilon
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« Reply #24 on: February 13, 2005, 12:28:34 PM »

How do you draw these talented backgrounds without showing any outlines?
I suppose they start out as drawings on paper and then scanned, but then what?
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Candle
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« Reply #25 on: February 13, 2005, 01:54:30 PM »

I like the little box for the inv . mind of I steal it ? Smiley
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Erwin_Br
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« Reply #26 on: February 13, 2005, 02:43:23 PM »

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How do you draw these talented backgrounds without showing any outlines?
I suppose they start out as drawings on paper and then scanned, but then what?
I made a very brief tutorial in the past, which attempts to show how these backgrounds are coloured.

URL: http://www.emptyhouse.net/tutes/badtiming/

--Erwin
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« Reply #27 on: February 14, 2005, 02:23:00 PM »

Nice tutorial!! I learn something new every day it seems  :great:  
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Erwin_Br
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« Reply #28 on: February 14, 2005, 02:24:28 PM »

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Nice tutorial!! I learn something new every day it seems  :great:
Hehe, thanks. I'm glad it's useful, even if only for a bit  Wink

--Erwin
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« Reply #29 on: January 05, 2006, 11:14:32 AM »

Well, SLUDGE finally supports anti-aliased characters, and it looks great in Bad Timing, if I may say so myself.

Today I also designed a new character. An early impression (not finished!) is posted below:



That's all for now. Smiley

--Erwin
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"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
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