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onek
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Quote onek Replybullet Posted: 21 October 2011 at 11:48am
waaaaay better
the face aswell!

Edited by onek - 21 October 2011 at 11:49am
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jalonso
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Quote jalonso Replybullet Posted: 21 October 2011 at 7:32pm
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Quote Friend Replybullet Posted: 21 October 2011 at 8:02pm
judging by the actual painting, she has an aged look to her facial expression.  I would say maybe in her mid to late thirties.  I don't know if this is intentional, but your depiction makes her look much much younger.  Her button nose, her pouty mouth, her full head size, very youthful complexion.  I do like her eyes a lot.  Again, I am unsure of what you intend to depict, just some food for thought
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jalonso
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Quote jalonso Replybullet Posted: 21 October 2011 at 8:18pm
This has been intentional because the in-game sprites are small and not much room to depict much and they need to match the player sprite. Everyone in the mockup will be the younger (smoother) looking version of the paintings. Even the old lady in the wheat fields has this younger and smoother look. Games often employ this technique and even the old characters are commonly smooth and lean to the cute to match the sprite.

In my experience its better to make the smallest version of a sprite and make the bigger portrait version afterwards. Going the other way is for me frustrating.
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jalonso
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Quote jalonso Replybullet Posted: 23 October 2011 at 11:25am
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Gecimen
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Quote Gecimen Replybullet Posted: 24 October 2011 at 9:34am
Maybe the pointer can be a white brush instead? The arrow is kinda too cubic for Van gogh..
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jalonso
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Quote jalonso Replybullet Posted: 25 October 2011 at 6:39am
Originally posted by Gecimen

Maybe the pointer can be a white brush instead? The arrow is kinda too cubic for Van gogh..


My original mental view has always seen the GUI/HUD as modern, clean and not even trying to blend or match the art. This idea is mostly taken from museums and galleries where labels and all signs are its own thing even when an exhibition is on a single artist or theme.

update


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Gecimen
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Quote Gecimen Replybullet Posted: 25 October 2011 at 8:35am
Umm... But your Picasso, Warhol and Medici mockups have GUIs that are very well blended in the piece, which looked like very tasteful choices to me.
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Cyangmou
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Quote Cyangmou Replybullet Posted: 25 October 2011 at 2:56pm
In terms of game design I think it'd be better to make all of the icon backgrounds light that they pop out a bit but not to much. The Background colors of the orange (which I'd have called an apple) seems to be very good, the background of the shoes is to dark.
Or you use the darker colors for the inactive icons and the brighter for the active one - I imagine that this could work very well.
If you are going for the museum/gallery idea i'd also suggest to give the frame a bit more attention. Like Frank Zappa said "the most important thing for an canvas is the frame" and this'd fit here very well i guess, 2 pixel for the frame and some details could help a lot.
The design of the arrow could also use a more interesting idea, modern is ok but a tthe moment they are in my opinion a little bit boring.
Otherwise great progress over the last page(s).
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JaumeAlcazo
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Quote JaumeAlcazo Replybullet Posted: 26 October 2011 at 1:37am
I like it very much : )

Nothing to point out, looks good for me, except maybe you meant "scythe" instead of "sythe"?

Also I liked more the previous youthful look of the lady. Especially the old nose.
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jalonso
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Quote jalonso Replybullet Posted: 26 October 2011 at 11:56am
The icon screen is bright to compensate for the screen's general darkness.
I'm still not sold about HUD changes...I'll keep thinking about this while I work.
I don't understand too well the "2 pixel for the frame and some details could help a lot." comment. Just the same I did make all white outlines 2px.
I didn't understand "If you are going for the museum/gallery idea i'd also suggest to give the frame a bit more attention" either...quick edit ;)

I had written scythe and then I double checked and I saw sythe, are both ok?

The player portrait is not meant to be Vincent but I did ref his portraits so he kinda looks like a young VanGogh. Maybe the player will be his nephew :)

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onek
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Quote onek Replybullet Posted: 26 October 2011 at 2:54pm
i like the museum styled hud idea.. but at this moment its not working for me at all...
i think its mainly because of the font u choose...
the squigglieness in the titles looks like some 1920's french lettering and the bold, serifed letters for the options look like signs of antique shops or something... maybe something else but definitely not gallery ish
i think u should go with some minimalist sans serif style

also white (maybe light grey) bg with black lettering would work better imo

i quite dig the idea of having a frame. like those bigbaroque golden ones.. but decent to not take away from the pictures of course

the items should share the same bg

the new portrait looks no good
actually i dont really like any of the portraits right now (the strawhat girl looks ok tho...).. but i think u should try to work them over quite a bit :/

Edited by onek - 28 October 2011 at 3:21am
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jalonso
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Quote jalonso Replybullet Posted: 29 October 2011 at 8:34am
Originally posted by onek

i like the museum styled hud idea.. but at this moment its not working for me at all...
i think its mainly because of the font u choose...
the squigglieness in the titles looks like some 1920's french lettering and the bold, serifed letters for the options look like signs of antique shops or something... maybe something else but definitely not gallery ish
i think u should go with some minimalist sans serif style  also white (maybe light grey) bg with black lettering would work better imo

I've changed the font in this update.
The top and bottom black 'negative space' is essential to my concept and going to white or light with with black letters is beyond my comprehension for this. I want certain things to break the space.
Originally posted by onek

i quite dig the idea of having a frame. like those bigbaroque golden ones.. but decent to not take away from the pictures of course
the items should share the same bg

Everything I've tried takes away from the icons themselves and simply demand to much attention or don't matter much. In the screen the inventory is shown the bridge and water behind them is so busy that making detailed frames is just a pixel pudding mess, so for now, I just can't bring frames to the icons in the inventory. Maybe something will happen later on.
Originally posted by onek

the new portrait looks no good
actually i dont really like any of the portraits right now (the strawhat girl looks ok tho...).. but i think u should try to work them over quite a bit :/

XD
New old lady face and new player portrait.
I am still confused with all portrait c+c. I can't tell if the crits are based on real anatomy or not. I am not following real at all. I am following VanGogh's more primitive, outlined and crudely colored style since I can't pixel his paint daubs in a way that read as paint :/
Ref is a child called Camille so the player now has a name \o/





Edited by jalonso - 29 October 2011 at 8:35am
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Cyangmou
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Quote Cyangmou Replybullet Posted: 29 October 2011 at 9:44am
I think you got the idea with the frame. Quite simple but a bit more attention - perfect.
Maybe you should center it in the middle of the screen to so that the icons are switching (at the moment it seems that the frame is moving)

I really like the new version of the old lady, love the "old" nose and the general expression, it's so well fitting.
If it comes to the player portrait the new version is also better,  but the mouth seems to be very small - even compared to VG's very small mouths.
Also the hat doesn't fit exactly, seems to be to wide at the left side.
Also the portrait is looking to his feet and becaus eof this he seems to be unitnterested or shy. I'd go for an eye-contact with the player or at least something in the style of the two ladies.
The shirt looks fine, althouigh his head isn't centered, the distance of both shoulders is a completely diferent one and for a kid in this age the shoulders seems to be to strong (they are usual a bit thinner)
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Gecimen
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Quote Gecimen Replybullet Posted: 29 October 2011 at 9:48am
The GUI is more consistent now even if further away from Van-goghish.
Can you please put a score (like 11/500) on the top right? The game really needs it :)
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CELS
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Quote CELS Replybullet Posted: 30 October 2011 at 6:20am
I have a suggestion for improvement in regards to the portraits.

I think you have a tendency of drawing the eyes and mouth more narrow than the original paintings and, to a lesser degree, with a more pronounced chin. Some of the characters look older in your version than the original because of this. I may be biased though, as I often draw people with eyes that are too big.



Child:
- Made the eyes bigger. Children have rather big eyes, and the original by VG does too. I notice that you use a blue with high saturation for the eyes, which looks odd to me. Makes everyone look like the fremen from Dune.
- Made the lips fuller and more pouty, as the original.
- Tried to make the jaw more broad, though I'm not sure how closely you want to follow the original if you're turning this boy into a girl.
- Tried to tone down the eyebrows a bit, yours looked a bit angry to me. EDIT: I still think the eyebrows look odd in my edit, compared to the original by VG.
- Lowered the ears slightly. Even if we're looking at the child slightly from above, the ears seemed high to me.
- Broadened the nose 1 pixel and worked on the shading.

Woman:
- Eyes bigger
- Made some changes to the mouth.




Edited by CELS - 30 October 2011 at 10:00am
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jalonso
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Quote jalonso Replybullet Posted: 30 October 2011 at 11:12am
Thanks CELS :)
I'll review all those details in next update.

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jalonso
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Quote jalonso Replybullet Posted: 31 October 2011 at 1:58pm
Touched up eye areas and stuff pointed out be CELS.
I kinda liked the 'beedy' eye look as it seemed to add some mystery but the more opened eyes do look better.
Also, added the timer which I think works on time of day and time left. I think this is all I will need to suggest that some things are done by day and others at night. thx Gecimen.

About centering the icons. They are moving along the bottom. When I tried centering them (original idea), the bridge lost too much of the water below it and so I off centered them to not lose the impact of the bridge.



Edited by jalonso - 31 October 2011 at 2:14pm
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JaumeAlcazo
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Quote JaumeAlcazo Replybullet Posted: 02 November 2011 at 3:51am
I feel the outline is too wide. It was better 1px thick (in the ladies and the note).

The door (in the bottom right screen) is too much black for me, maybe would be nice to add something in the shadows there? Only to break that big empty black space. It doesn't need too much, only suggest that there's actually something inside the house (stairs?).

The portrait of the kid is great, but why do we see it? I don't understand. I mean, when it's supposed to pop up, when talking with someone? If he's reading the note, then maybe the note should pop up, but that would hide the backgroud... Hmm.. : S

What is the black silouette on the bottom left screen?

The icons of the time of the day, maybe should include the moon, to be more readable, I mean something like this:

http://www.moonmentum.com/blog/wp-content/uploads/2011/09/Cuarto-menguante-300x225.jpg

Edited by JaumeAlcazo - 02 November 2011 at 3:51am
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jalonso
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Quote jalonso Replybullet Posted: 03 November 2011 at 10:48am


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onek
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Quote onek Replybullet Posted: 03 November 2011 at 12:05pm
i dont like the player portrait...
his shoulders are to wide and the proportion to the head doesnt look like that of a child
the head seems kinda detached from the body
also i wouldnt give him this kinda head since it looks very ladyish..
the one from the original painting is much more fitting for a child...
also the mouth looks a bit rigid and the nose looks like from an old man not a child, should be more pointy


heres another edit




Edited by onek - 03 November 2011 at 12:06pm
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jalonso
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Quote jalonso Replybullet Posted: 04 November 2011 at 7:03pm
Thank you onek, you've been such a great help.

I was not feeling the reds and yellow ramps too well but had to wait till the a red screen began to tweak it. Note these refs show a much duller red scheme than the true paintings.



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jalonso
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Quote jalonso Replybullet Posted: 08 November 2011 at 7:05pm
Any guesses as to what the circled thing is?

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jalonso
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Quote jalonso Replybullet Posted: 10 November 2011 at 12:26pm
Maybe I'll throw that thing in several screens as puzzle stations

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jalonso
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Quote jalonso Replybullet Posted: 13 November 2011 at 2:17pm
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CELS
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Quote CELS Replybullet Posted: 13 November 2011 at 3:51pm
That thing looks like a ship's compass. (Pic here and here), but that's probably not it. Seems like a kind of modern way to decorate a pub.


Edited by CELS - 13 November 2011 at 3:51pm
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onek
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Quote onek Replybullet Posted: 13 November 2011 at 5:39pm
haha.. i like how that one link of CELS suggested THIS Van Gogh painting... (probably my most facorite one of his btw... tho the colors do not do it justice here)

maybe a hint?

Edited by onek - 13 November 2011 at 5:39pm
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King of Games
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Quote King of Games Replybullet Posted: 13 November 2011 at 8:48pm
Can you explain the last shot's puzzle? It looks like an abstracted slot machine but I don't get how the game is played.
 
Also in the actual pub screen there is some confusion when it comes to the wall/ceiling spatial relationship. In the real painting there are clear lines that denote where the walls end and the ceiling begins as well as the different wall planes.

My other issue with this, is a lot of the portraits seem to be thoroughly integrated into the bg/playing field. Maybe that adheres to the genre of this mockup, but in my experience portraits are a separate entity from the playing field that are clearly separated in terms of priority. Part of that, in this specific shot, is the use of close up of the counter top with the bottles. It looks like she's in the physical space, just closer up instead of being a layer on top.
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Quote Lathien Replybullet Posted: 14 November 2011 at 12:32am
To me that thing looks like the stand at a pub or restaurant where the maitre'd stands behind and asks what kind of table you want and checks reservations and so forth.
Also, the woman in the pub's game sprite needs a little more detail on the face as right now it just kinda looks like a blob with a monobrow.
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jalonso
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Quote jalonso Replybullet Posted: 11 December 2011 at 12:10pm
@King of Games. These are logic puzzles that should make no sense at first glance. Very much what MYST games do.
The portrait does look like its part of the scene but I think its just this screen. I can live with it :/
----
Far too many edits to list, cept all new color palette.

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jalonso
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Quote jalonso Replybullet Posted: 28 December 2011 at 11:10am
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jalonso
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Quote jalonso Replybullet Posted: 29 December 2011 at 1:21pm
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jalonso
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Quote jalonso Replybullet Posted: 30 December 2011 at 2:41pm
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Quote jalonso Replybullet Posted: 31 December 2011 at 9:12pm
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Quote Zizka Replybullet Posted: 01 January 2012 at 12:42pm
It looks wonderful, jalonso. I don't have much comments about the art but...

Just a couple of things:
it's all in the timing.

Titles in French don't use capital letters for each word, so it's kind of weird to see ''Chambre Bleue'' (for a native speaker, not sure if you care or not).

Maison d'Rachel: that's the way it sounds when you say it but it looks weird written that way. Unless you're going for a colloquisim feel that is. Otherwise, it should be Maison de Rachel or better yet La maison de Rachel. You didn't do this for the other places names so I figured you'd like to keep the whole thing consistent.

That's all details but I just figured you'd like to know :).



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Quote jeremy Replybullet Posted: 01 January 2012 at 4:14pm
Looking real nice :) Is Groot-Zundert based on a painting? For the Maison d'Rachel thing, what about Chez Rachel (at Rachael's house)?
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jalonso
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Quote jalonso Replybullet Posted: 02 January 2012 at 9:58am
@Zizke, fixed all that, thanks :) I am leaving the B as a cap in bleue because it looks wrong if done correctly when looking at other screens. I am not goiing for a French game I'm mostly giving it a European flair :/

@Jeremy, Grot-Zundert is a place in Holland VanGogh lived and I'm just using. That screen is just a MYST style puzzle not based on any painting. I am not fully sold on that screen and may redraw it soon.

First draft for title screen. I think I have to use the Sunflower painting somewhere and this looks like a good place for it.

Rough game idea:
As the player you help Camille solve mysteries and stuff within a dream. This dream comes the night after visiting the Van Gogh museum in Amsterdam. In the real life museum there is a kids educational program that uses the kid from that painting (Camille) as a mascot. So instead of 'start' and 'quit' buttons since the game is like Pikmin where you have a certain amount of time to accomplish goals, I thought wake and sleep made sense???
Having the game take place within a dream helps explain the inconsistent perspectives and odd color combos and any other flaws I make >.<


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Quote DawnBringer Replybullet Posted: 02 January 2012 at 10:10am
Good, that hat adds some well needed complementary green to the imagery, as well as making the character stand out.
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jalonso
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Quote jalonso Replybullet Posted: 05 January 2012 at 10:45am
Jeez, VanGogh certainly was prolific o.O



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Quote Manupix Replybullet Posted: 06 January 2012 at 11:39am


I should visit this forum a bit more regularly ^_^
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jalonso
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Quote jalonso Replybullet Posted: 15 January 2012 at 11:44am
I was going heavy on dithering at first in an attempt to suggest paint strokes but this no longer is needed. I am reworking every screen to be cohesive and fix some colors that have been driving me nuts and forced others to shift...almost staring over >.<

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King of Games
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Quote King of Games Replybullet Posted: 15 January 2012 at 9:05pm
Big improvement!
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Quote takikazama Replybullet Posted: 17 January 2012 at 7:49am
It's amazing to see how the whole project is getting better and how you keep going, critic yourself and make it even better when someone else would just say "oh, yeah, finally it's done". I love it. *wants to buy it as a game even if it would have only 5 minutes of gameplay in it*

Edited by takikazama - 17 January 2012 at 7:49am
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jalonso
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Quote jalonso Replybullet Posted: 21 January 2012 at 6:45am
Thanks you takikazama :)
----

Not sure the clock dial GUI thing is working :/

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Quote Manupix Replybullet Posted: 21 January 2012 at 12:51pm
Now that you point it, an old-fashioned clock with hands would look much better ;)
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baah
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Quote baah Replybullet Posted: 21 January 2012 at 1:07pm
Impressive work Jalonso! 
Do you know the  "Adam au Chromaland" comics? (http://www.bedetheque.com/serie-16113-BD-Adam-au-Chromaland.html)
It's about a small boy that enters paintings of well known artists: Picasso, Dali, Munch, Van Gogh... Your work reminds me this great book!
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Quote Trick17 Replybullet Posted: 21 January 2012 at 2:14pm
I think the cycle aorund the clock letters doesn't fit to the design, because you have tiny squares all around. And I think the moon/sun symbols would look better if they are separated from the letters, maybe in a square as well.
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Quote ellie-is Replybullet Posted: 22 January 2012 at 9:04am
Oh man. I've been inactive, but I just want to say, this is looking awesome so far!
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jalonso
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Quote jalonso Replybullet Posted: 25 January 2012 at 10:55am
Reworked the time of day GUI as Pikmin games use it... I think it works well?


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Quote Friend Replybullet Posted: 25 January 2012 at 3:01pm
:O that's so ******* awesome.  I love the new time gui too.   lord jalonso
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