Search found 414 matches
- 27 Sep 2005, 02:13
- Forum: Graphics Development
- Topic: Character sprites
- Replies: 321
- Views: 103696
- 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...
- 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...
- 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...
- 26 Sep 2005, 15:31
- Forum: Graphics Development
- Topic: woodland tileset
- Replies: 304
- Views: 68230
- 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...
- 26 Sep 2005, 15:25
- Forum: Graphics Development
- Topic: Character sprites
- Replies: 321
- Views: 103696
- 25 Sep 2005, 19:39
- Forum: Graphics Development
- Topic: Character sprites
- Replies: 321
- Views: 103696
- 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...
- 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'...
- 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 ...
- 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...
- 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...
- 23 Sep 2005, 22:28
- Forum: Graphics Development
- Topic: Sprite Faces and Hair
- Replies: 120
- Views: 35682
- 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...