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Bad Timing
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Topic: Bad Timing (Read 17044 times)
Moonseeker
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Bad Timing
«
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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Bad Timing
«
Reply #16 on:
January 04, 2005, 03:39:45 AM »
Adding shadows is always a good way to go.
They just don't work that well with 2D - expect when using a shadow circle system, I think.
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Day After The Night Before
Erwin_Br
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Bad Timing
«
Reply #17 on:
January 04, 2005, 04:01:04 AM »
Quote
Adding shadows is always a good way to go.
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
BayStone
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Bad Timing
«
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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Day After The Night Before
Erwin_Br
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Bad Timing
«
Reply #19 on:
January 04, 2005, 04:43:19 AM »
Quote
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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Bad Timing
«
Reply #20 on:
January 04, 2005, 05:13:26 AM »
Quote
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.
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
*hints at Wintermutes 3d support*
Sorry, couldn't resist
«
Last Edit: January 04, 2005, 05:14:17 AM by gfx johnny
»
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Erwin_Br
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Bad Timing
«
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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Bad Timing
«
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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Bad Timing
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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
»
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Day After The Night Before
xerilon
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Bad Timing
«
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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Bad Timing
«
Reply #25 on:
February 13, 2005, 01:54:30 PM »
I like the little box for the inv . mind of I steal it ?
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Erwin_Br
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Bad Timing
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Reply #26 on:
February 13, 2005, 02:43:23 PM »
Quote
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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"
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
xerilon
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Bad Timing
«
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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Bad Timing
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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
--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
Erwin_Br
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Bad Timing
«
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.
--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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