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DÃÂsk

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Everything posted by DÃÂsk

  1. I believe the term is banding, and also inconsistency of light source. The first means that your shading lines up so each shade is an outline of the previous, making the hole thing look odd. To fix this, study materials to learn how light hits them and what shapes are made. Cloth is one of the harder things to do well, so maybe practice with 3d polygons or something. The second means that your shading is all over the place and sometimes contradicts. The easiest way to fix this is to mark a direction in which the light is coming from and shade accordingly. An easy way to practice this is by observing objects and shading spheres and cubes. jus ma two cents
  2. There is a reason why this is in the Show Off section and not the projects. If you'd like to point out an error in the whole project and how different parts mesh together, you can post it there. When we post individual threads, we expect feedback on the sole part pictured in the thread, not on our whole project. Also, if you think his work is shit, don't just tell him that, teach him how to improve it. If you don't want to see this UI "thats just gradients" I suggest you help him explore other methods of making a GUI rather than just trash talking; please be at least a little helpful. I wish you not to take this discussion any further, we understand your critique of the gap between the title of our project and the GUI style, and we will eventually make themed skins for the GUI later on, but we are currently working on the bare minimums to get this game off the ground, extravagance will come later.
  3. Okay sirs, we know it doesn't fit the damn title. This is not talking about the title and its relationship to the GUI, if we wanted that, we'd let you know. This is to showcase Imposter's work (which is damn good by the way) and to get feedback on IT, not the flippin title of the game. There's something called CONSTRUCTIVE CRITICISM, meaning actual, applicable ideas to fix mistakes you find in our work. Also, this includes elaborating on how we can fix it as well, you say its "too blue", what the hell does that mean? Decrease the saturation? Change the hue? Elaborate. Also, we've stated that we'll skin the GUI later on, so why keep bringing the same problems up? If you're going to post, at least read the whole thread so we don't see the same damn line ten times. If you're going to criticize Imposter's work, which he has worked hard on and spent hours on it, at least give a fraction of your time to read the whole thread and make intelligent posts so that we may create bigger and better things. Thank you for your time and consideration, and if you are not going to give constructive insight, please refrain from wasting our time and energy.
  4. So this is mainly to get myself off my ass and actually do some stuff on this, and also to add some hype or whatever. I hope to update daily. #1 ![](http://jaspermods.com/images/60819345c56de15f415b.png) i realize the girl base has no eyebrows and is out of perspective, will fix.
  5. Shot you a pm a bit ago, dunno if you got it.
  6. Kay, so this is my first attempt at water tiles, and honestly I think I did pretty good, or at least in hiding the seams. ![](http://www.iaza.com/work/120426C/iaza17427261080700.png) Find that seam yo. Might make a tutorial later, iunno.
  7. Anti aliasing, get some. If you do it right, even a bad quality render can look higher quality. Oh wait, sorry, the whole pictures kind of bad quality, and since I doubt you have the layers for every piece of the gui, your time would probably be better spent remaking the pieces in the desired scale by tracing the GBA blowup version. Also, I don't know if this is going to be used, but even if it isn't before you remake it you should mind the color schemes and style, probably stick with the orange+blue throughout and have all the same font (right now you have 3 different ones for 4 words). Looks cool though, and seeing as you probably won't post another update, good luck on the project.
  8. Yeah, just like a pixel, I hope you dont mind, I made a lil proof of concept how eyebrows change the expression ![](http://www.iaza.com/work/120424C/iaza17427261131800.png) I guess just play around with the slope of of the eyebrows until you get the expression you want Warning - while you were typing a new reply has been posted. You may wish to review your post. D:
  9. Context man, context. If we're talking about a picture, especially a picture that isn't a cross section of a forehead, then it probably isn't in terms of the layering of skin. Also, I added > For the most part you can look at any pictured or realistically drawn face and this will remain true. Yeah, you could say I'm talking about a cross section of a face, along with all the other realistically drawn diagrams, but compared to the thought of someone talking about just a picture of someones face in an PIXEL ART thread, its a lot less likely. Anyways, whatever you want, respond, don't, whatever, but I won't.
  10. I wasn't talking layering wise, I was talking position wise. Obviously theres skin and muscles and sinew and shat between the two, else you'd be able to pick your face off your head. And honestly, I know this probably isn't going to be going into a game, but if it is the players are gonna be staring at it for MUCH longer than 10 minutes.
  11. Regularly, eyebrows go on the top ridge of your eye sockets, not on your forehead, except when the person raises their eyebrows. For the most part you can look at any pictured or realistically drawn face and this will remain true. The way you have it, the eyebrows are crawling up the forehead, making the character look like it wants to eat your face with the combination of raised eyebrows and wide smile. Even though the eyes are bigger, the top of the eyebrows should line up with the top of the ears.
  12. Is it like 3 total posts/edits or can you submit multiple items without them replacing each other?
  13. ![](http://oi42.tinypic.com/35a3p90.jpg) Lazy'd out on the hilt, bleh my mind cant work diagonally D:
  14. Hahah, this is another easy one but maybe make turning? With walk through mobs it makes for confusing battles. Also, mobs dont seem to fall, either that or spawning mobs in the air keeps them frozen there.
  15. did you also put it in your server files? he also has to have the exact same tileset, or you'll get grass where the buildings are supposed to be and weird stuff like that. Other than that i got no clue, ive never tested this so im not even sure its a viable option
  16. -Just get him to download EO himself, -give him your tilesets in the same order, -he creates map, -he uploads it from out of his server files -you download, rename it to what map number it should be, -place it in your server files, -revise the map/add any special attributes you ave coded on your server and voila!(Honestly never tried this, but in theory it seems pretty sound.)
  17. I haven't snooped round the code too much so I dont know if it'd be easier, but could you make the jumping height constant? Like instead of holding up to jump higher, set a tile amount? Just a suggestion, I know you got alot on your plate already
  18. Meaning no references correct?
  19. Not gonna lie, me too. I might do this for the lulz but you gotta be more specific like what type of sprite you're using.
  20. So originally I was just going to post a link to a bigass download, but since theres only like 5 people on this site that can sprite and would know what to do with them, Ill just post some links to easier places. Mind you, these are all formatted for Maple animations (single frame pngs), so you'll have to slap em into a sprite sheet yourself. The Goat Farm, by Goates of MapleMation http://goates.tumblr.com/mapfiles contains pretty much every map piece from MapleStory, though watch out, the size of all the files together ranges in the gigabytes. Bannedstory, Maple Simulator www.maplesimulator.com/programs/bannedstory This thing is like invaluable for fan made maple stuff. Though you're going to have to learn how to navigate the webprogram, once you get the hang of it you can render every single pose, skill, item, mob, and effect from Maple Story. You can even get only the equipment, fitting every pose. Protip: instead of tedious printscreen pasting, once you got your desired pose/item/object/whatever go to the top left and in the drop down find save spritesheet. Once saved, you'll have all the frames of whatever you were downloading in a rar file. I also have a bunch of miscellaneous skills from unknown place, but they aren't very useable as it seems someone fail converted them from flash files to pngs if thats even possible.
  21. You gotta designate a light source, at the moment half of it is straight up and the other half is top forward light source. I don't really know what shape you're going for but if its not curved in weird ways then the lower blade should be a whole shade darker due to the shadow, and have more shading on the bottom.
  22. in the walk frame, the shoulder of the arm thats swinging backwards should have a smaller shoulder than the one of the arm swinging forward. Also, instead of having the elbow bend sideways, have it bend forwards slightly more, and make the hand overlap where the forearm should be and add in some foreshortening. Love the way this is going though, keep up the good work :P
  23. Highlights pretty bright for a skin palette, like they're oily or something.
  24. I'm not like an expert or whatever, but I doubt such a lush patch of grass would be smack next to desert. If you really wanna go realistically possible, i'd say dont make actual tiles for the transition, at least not the grass itself. You could have sand to dirt, yes, but I think having varying degrees of sparse grass objects would make it more appealing. Not even in an oasis is it black to white, theres always a gray area leading up to it. TL;DR make sand to dirt transitions, have sparse to lush grass objects , and transition the two as a combo into actual grass tiles.
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