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Treasure Dive
 

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HiVE
Sep '07
1
1/9: At the gates HiVE // 10:11

Another month, another screenshot. Not sure if I can actually do this one in realtime though. Hmm.

Progress is... progressing. Mill's done. Well's done. A whole lot of the forest is done. What's left is the Hive, the Tower, and of course the Castle.

And everything else. Yay!

ChevyRay
Sep '07
1
Re: 1/9: At the gates ChevyRay // 10:19
Wicked-snaps! I love big gates :D Why does a thin slice of the wall come down in between them from the top though? ... or am I interpreting this wrong?

CosMind
Sep '07
1
Re: 1/9: At the gates CosMind // 15:47
fantastic place-setting imagery ;D

i would, however, suggest that you beef up the contrast across the image some more.
i feel you may be able to bring more drama and focus to the doors themselves if they weren't so leveled so closely to the rest of the surroundings.

make each important element pop.  define the striking silhouettes that really make the scene stand out and burn itself into the viewers sight muscles.  this kind of contrast and definition will likely also create more depth in the scene (i.e. make the plants/torches seem closer to the viewer than the door is, etc.).

amazing work.

HiVE
Sep '07
1
Re: 1/9: At the gates HiVE // 15:57
Will do, CosMind. Thanks for the pointer. :D

Why does a thin slice of the wall come down in between them from the top though? ... or am I interpreting this wrong?

The gates themselves are set against a flat wall BG - there isn't technically a graphic behind them other than that. You can indeed see the wall between them. I'll fix this in the game. As you say, it doesn't make any sense.

Joewoof
Sep '07
1
Re: 1/9: At the gates Joewoof // 19:46
As always, amazing.  :)

Jabberwock
Sep '07
1
Re: 1/9: At the gates Jabberwock // 20:07
Wow, that is very beautiful. Neat torches, simply awesome-looking twisty pillars. You're a wonderful artist.

HiVE
Sep '07
1
Re: 1/9: At the gates HiVE // 20:39
Reference:


Somewhere in France, apparently. The stuff around the door has been omitted for fillesize and runtime memory reasons. The way GM saves textures works against me to no end - a single background can be 600Kb on disk, and I don't know how much in RAM, so... getting greedy. :P

ChevyRay
Sep '07
2
Re: 1/9: At the gates ChevyRay // 01:12
The gates themselves are set against a flat wall BG - there isn't technically a graphic behind them other than that. You can indeed see the wall between them. I'll fix this in the game. As you say, it doesn't make any sense.
Ohhh, okay. I thought this was all drawn as one picture :P I should've guessed you'd layered it. Cool.

make each important element pop.  define the striking silhouettes that really make the scene stand out and burn itself into the viewers sight muscles.  this kind of contrast and definition will likely also create more depth in the scene (i.e. make the plants/torches seem closer to the viewer than the door is, etc.)
I totally agree, but remember that UA is quite different when played. Those torches are flickering and I have no doubt that those (hanging lanterns?) will be swinging back and forth. As far as that chain attached to the door though, this is especially applicable. Good luck with the graphics and optimization, this game must be such a pain to make :P

Since it sounds like you're still a ways from being finished, maybe Mr. Overmars will have updated Game Maker with some texture optimizations by then that you could take advantage of. Good luck, again!

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