Search found 414 matches

by Talaroc
27 Sep 2005, 02:13
Forum: Graphics Development
Topic: Character sprites
Replies: 321
Views: 103696

Indeed; the devs who have to worry about the size of the game.
by Talaroc
26 Sep 2005, 21:33
Forum: Graphics Development
Topic: Login Wallpapers (This is not a flame topic)
Replies: 136
Views: 31146

since the style doesn't take much talent to emulate I beg to differ. Doing anime style well is as hard as doing any other style well. Sure, there are plenty of people who draw anime style poorly, but there are plenty of people who just draw poorly, regardless of style. And though it's legally corre...
by Talaroc
26 Sep 2005, 21:08
Forum: Graphics Development
Topic: Character sprites
Replies: 321
Views: 103696

With regards to the number of frames, until we actually make the sprites we're basically guessing. The goal is, of course, the smoothest possible animation with the fewest possible frames (and, when possible, reusing frames--this allows us to keep the filesize of the character sheets down somewhat t...
by Talaroc
26 Sep 2005, 17:35
Forum: Graphics Development
Topic: Character sprites
Replies: 321
Views: 103696

In my opinion, the standing straight position (with bow held casually, curve down) would be best for a standard standing-with-bow pose (basically, it would be easy enough to simply have the bow drawn underneat the normal standing sprite. In combat, I think the ready/resting sprite should be the more...
by Talaroc
26 Sep 2005, 15:31
Forum: Graphics Development
Topic: woodland tileset
Replies: 304
Views: 68230

I would reduce the contrast between the light and dark a little bit, but otherwise yes, that's a damn fine fallen leaves tile.
by Talaroc
26 Sep 2005, 15:27
Forum: Graphics Development
Topic: Login Wallpapers (This is not a flame topic)
Replies: 136
Views: 31146

Wow, another cut and paste anime style. Anime is killing our generation's artists. Just because the anime style is easy and makes things look nice doesn't mean you have to use it! Make your own style! Not really something I would have expected you to say, considering that most of the old SNES games...
by Talaroc
26 Sep 2005, 15:25
Forum: Graphics Development
Topic: Character sprites
Replies: 321
Views: 103696

btw Talaroc regarding that stance for archer, i havent been able to stop thinking about it :P i ahve come to understand your view haflway; 1) does he hunch (alittle) over the bow as the bow is poiinting down and the top is pointing "forward" and the bottom pointing backwards as he holds t...
by Talaroc
25 Sep 2005, 19:39
Forum: Graphics Development
Topic: Character sprites
Replies: 321
Views: 103696

Well, the side walk is going to be improved, in any case.

I wouldn't be the person to ask about things to do in terms of graphics; that would be Rotonen.
by Talaroc
25 Sep 2005, 18:07
Forum: Graphics Development
Topic: woodland tileset
Replies: 304
Views: 68230

Damn...! You're showing a great deal of improvement in your skill very quickly, here. I say this because: I can't find anything wrong with it. It looks like grass (kinda wild and crabgrassy), it does look SoM-ish, and looking at the bunch of them you've put together, I can't spot where one tile ends...
by Talaroc
25 Sep 2005, 09:58
Forum: Graphics Development
Topic: Desert Dried River Tileset
Replies: 54
Views: 22530

On the pics, one by one: 1. Good example. A few high-saturation colors on a screen wherein the vast majority of colors are low-saturation. 2. Again, the vast majorty of the colors in this picture are low-saturation. 3. A good reason why not to go high-saturation. The screen is too visually busy; it'...
by Talaroc
24 Sep 2005, 17:48
Forum: Graphics Development
Topic: Login Wallpapers (This is not a flame topic)
Replies: 136
Views: 31146

Just remembered about this one...the one made way back in the day by SuriKatta: http://themanaworld.sourceforge.net/archive/surikatta/screenthingcol.jpg If we go the route of having a variety of login screens, I think that would be great to include. I still have regular contact with SuriKatta, so I ...
by Talaroc
24 Sep 2005, 17:43
Forum: Graphics Development
Topic: Desert Dried River Tileset
Replies: 54
Views: 22530

It's the aura. The halo of lighter pixels around the tree to make it stand out. Try making the tree itself brighter or more saturated to stand out instead of outlining it. Not more saturated. I really don't understand people's fascination with incredibly high-saturation colors around here...lighter...
by Talaroc
24 Sep 2005, 09:33
Forum: Off topic
Topic: Accepting and Criticizing
Replies: 25
Views: 7894

Wait... no, he doesn't throw anything out. That was the point. If it's possible to keep it, he does. Yeah, but for the most part he's not making it. He's grabbing it from the folks who did. Cut that anti-Microsoft rant short... There's a fiune balance that needs to be maintained to make a good game...
by Talaroc
23 Sep 2005, 22:28
Forum: Graphics Development
Topic: Sprite Faces and Hair
Replies: 120
Views: 35682

Sweet.
I would say darken the dark purple just a tad, along with the dark grey.
by Talaroc
23 Sep 2005, 20:21
Forum: Graphics Development
Topic: Sprite Faces and Hair
Replies: 120
Views: 35682

Yeah...if we're adding colors, I'd suggest just hauling off and having a light and dark variant of each color. We've already got light and dark blue (well, cyan and navy, but still), so I think adding in a dark purple, light brown, light blonde, and so forthe could be nice. I'd include a dark grey i...