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jalonso
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Quote jalonso Replybullet Posted: 22 September 2011 at 9:51am
Smallest animation I can upload.
I'll remove this real soon cuz its a huge file for the forum

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Lathien
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Quote Lathien Replybullet Posted: 22 September 2011 at 9:55am
I am still dumbfounded by what you can do. And the church actually looks great with the other side of the scene added. I can't believe how quickly you've put such a detailed piece together.
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jalonso
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Quote jalonso Replybullet Posted: 22 September 2011 at 10:07am
Forgot to post my refs for the last 2 screens



NOTE: The loop is not even needed as these will be just mockup screens and is just a tool I used to color block and try to keep the palette lean and mean, under 50 atm.


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jalonso
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Quote jalonso Replybullet Posted: 04 October 2011 at 3:01pm
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Quote Qemist Replybullet Posted: 04 October 2011 at 4:23pm
You are a master of your own art. In-cre-di-ble!
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jalonso
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Quote jalonso Replybullet Posted: 05 October 2011 at 11:04am
Thanks, Qemist that's a very nice compliment.

Update showing bridge and sprite with dialog portrait and ref.



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ellie-is
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Quote ellie-is Replybullet Posted: 05 October 2011 at 5:46pm
That bridge. Is amazing. It looks like it`s jumping off the screen.
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jalonso
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Quote jalonso Replybullet Posted: 06 October 2011 at 9:58am
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jalonso
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Quote jalonso Replybullet Posted: 06 October 2011 at 12:14pm
The HUD/GUI is not working as envisioned.

Also, the bridge should have some rails but they look terrible and gets all busy so placing copy in that area will probably have to stay for layout design purposes.
Any ideas?

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Quote Friend Replybullet Posted: 06 October 2011 at 1:07pm
it has to be fun being the best pixel artist in the world 

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DawnBringer
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Quote DawnBringer Replybullet Posted: 06 October 2011 at 3:14pm
The blue dominance still bugs me a bit, maybe you can make the greens a little less blue?

The dark-grey patches in the woman's dress is a little odd.
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Quote onek Replybullet Posted: 06 October 2011 at 4:00pm
agree about the oddness of the grey...
overall i dont really like that woman...
shes much to bulky and the anatomy is pretty off...

tried an edit..





i made her sit again like in the original, i thin u wanted to make her stand... but ya....




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jalonso
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Quote jalonso Replybullet Posted: 06 October 2011 at 4:14pm
yea, I'll need to remake her. The sprite will be standing so she can't sit in the portrait.

@DB, all 7 blues in the palette? Too lum'd or too saturated? All these blues were chosen for the Starry Night screen (which I really like as I think that screen needs to be electric, just like the original) and I'm just trying not to add any colors if possible.


Edited by jalonso - 06 October 2011 at 4:14pm
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Hapiel
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Quote Hapiel Replybullet Posted: 07 October 2011 at 1:59am
Originally posted by jalonso

[/QUOTE




I saw this and was like WTF? These kind of bridges are not to be foun


I saw this and was like WTF? These kind of bridges are not to be found in America right? And then I realized you were mimicking a DUTCH painter ;).

Are these bridges Dutch only, or also found in other countries? You guys should all come surf my couch to experience Dutch Light ;)
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Club Beuker
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Quote Club Beuker Replybullet Posted: 07 October 2011 at 3:01am
Originally posted by jalonso

Thanks, Qemist that's a very nice compliment.

Update showing bridge and sprite with dialog portrait and ref.





When I saw this pixelated pic I thought I was looking at a nomad in the desert. Her hair looks more like a turban than hair.

@Hapiel: I think I've seen a few of thees bridges in Belgium, but yes.. they're mostly dutch. We have a lot of those in North-Holland
Without me, it's just aweso
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Quote Qemist Replybullet Posted: 07 October 2011 at 4:56am
to add to the couch surfing we also have cities that dont have bridges like that, thats where I live and where we dont walk on wooden shoes :D (hehe)
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jalonso
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Quote jalonso Replybullet Posted: 07 October 2011 at 8:16am
Originally posted by Club Beuker

...Her hair looks more like a turban than hair...


I think it is a turban. Is it supposed to be hair?
---
So, does the bridge look like a real Dutch bridge? I know its missing the rails and all the ropes and pulleys but as a game platform they simply don't work or look attractive because of the sky and water being so busy.
---
Color variations that mostly focused on the 'blues-grey-purple' but forced all other ramps to shift a bit. Top one is the working/current colors.



Edited by jalonso - 07 October 2011 at 8:17am
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jalonso
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Quote jalonso Replybullet Posted: 09 October 2011 at 6:50am
Player sprite options.
I think I'm making a player select screen so I'll have a girl version of this guy.
The hat seems a little bright on this BG but these colors are the ones that work best across all screens. Black outlines for player sprite seem to be needed.
c+c

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Gecimen
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Quote Gecimen Replybullet Posted: 09 October 2011 at 8:21am
I don't know, the first one seems to fit much better for it's colors. Maybe a dark-but-not-black outline and same colors would suffice?
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Quote CELS Replybullet Posted: 09 October 2011 at 8:30am
The first one obviously matches the style of the background better, whereas the other ones work better as game sprites in terms of readability. It's a tradeoff, and I'm sure game designers would urge you to use one of the bottom two, or the middle one as a compromise.

I'm with Gecimen. It's a character standing inside a painting. In the first one, he seems to be more a part of the painting. I like that. I'm not even concerned about the outlines.


Edited by CELS - 09 October 2011 at 8:31am
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jalonso
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Quote jalonso Replybullet Posted: 09 October 2011 at 11:34am
Originally posted by CELS

... It's a character standing inside a painting...


I think this is not the way I want to go at all. If its just bringing bringing the paintings to life then, to me, thats boring and not what I wish to do or envision. I am hoping that VanGogh is instantly recognized but only ref'd not copied. I can see why bringing the paintings to life as static images on an art forum makes for good imagery but games have their particulars too and I want a good mix of both...even if its just a mockup/concept :/

I'm wondering if I should take what I have as a ref and redraw everything with a game development frame of mind using the more painterly scenes I now have as a guide.

Visual Comparison



Edited by jalonso - 09 October 2011 at 11:35am
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CELS
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Quote CELS Replybullet Posted: 09 October 2011 at 11:46am
Well, I'm not saying that your work so far has only been a Van Gogh copy, cut and paste into a game mockup. But I've definitely been seeing this as the original paintings coming to life, rather than being the reference for a more "traditional" (if you can call it that) approach. For me, the direct recreation was a big plus, as it made the game stand out from traditional adventure games like Indiana Jones, DOTT or Sam & Max. But hey, maybe that's just the way I'm seeing it, and others might perceive the game the way you intended, in the present form.
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Hapiel
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Quote Hapiel Replybullet Posted: 09 October 2011 at 11:50am
Originally posted by jalonso

Originally posted by Club Beuker

...Her hair looks more like a turban than hair...


I think it is a turban. Is it supposed to be hair?
---
So, does the bridge look like a real Dutch bridge? I know its missing the rails and all the ropes and pulleys but as a game platform they simply don't work or look attractive because of the sky and water being so busy.
---


I am quite sure that is hair. I have never seen a turban in the Netherlands ever in my life but this kind of hairstyle could be possible yes.

Please do add some ropes to the bridge, they now look like disfunctioning monuments. Especially the ropes in the middle that go to the bridges are important.
http://www.kunstkopie.nl/a/vincent-van-gogh/brckevonarles.html
http://www.kunstkopie.nl/a/vincent-van-gogh/le-pont-de-langlois.html
Furthermore it looks like a Dutch bridge ;)
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jalonso
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Quote jalonso Replybullet Posted: 09 October 2011 at 12:24pm
hmmm, it doesn't look like hair to me at all :/ I think its a turban or scarf over hair?


or, its one of THESE hats???
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Quote PixelSnader Replybullet Posted: 10 October 2011 at 12:58am
It's quite simple. If it's interactive, it should stand out a bit. Here's a combination of your last 2 images:


As for the bridge, right now it makes no sense at all. You can reduce the amount of mechanical bits, not reduce them. You should at least have ropes connecting the top beams with the street surface, and show 'some' mechanic that allows them to move. I reckon the black rack&pinion should be enough. By having those 4 wires and the R&P, the structure is a lot cleaner, yet technically plausible.

If you MUST remove more, do the rack and pinion, because the wires from the top to the road are essential for the shape and structure of the bridge. They're a part of the basic parallelogram.
references for you: http://www.youtube.com/watch?v=UAfLlD6BY_s&feature=related

http://www.childs-ceng.demon.co.uk/pics/plank.html


Lastly, that woman is DEFINITELY not wearing a turban. It doesn't look like a bonnet either, it seems to be too small. Some googling tells me it's based on another painting by Jean-Francois Millet, specifically this one:

which is clear enough to use as reference, I hope?

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jeremy
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Quote jeremy Replybullet Posted: 10 October 2011 at 1:38am
^so that solves that :P

jal, you often use single pixel detail to depict eyes and other little details in the portraits, which can pop out/look lopsided. Newest colours are looking great, the yellow I've got an arrow pointed at stands out a bit much.

editness, face may be too different stylistically to what you want.



Edited by Jeremy - 10 October 2011 at 1:38am
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Quote Qemist Replybullet Posted: 10 October 2011 at 5:38am
Originally posted by Jeremy

^so that solves that :P

jal, you often use single pixel detail to depict eyes and other little details in the portraits, which can pop out/look lopsided. Newest colours are looking great, the yellow I've got an arrow pointed at stands out a bit much.

editness, face may be too different stylistically to what you want.



The bottom of the bridge has the ropes that should come from the top, this way it cant be lifted at all.

As far as the towel on the head issue: I dont see the problem other then its a little diffrent from the original art, but isnt everything a little diffrent from the original art? Isnt that what makes this unique, and not a copy?

I dont know Jal, I like it all!
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jalonso
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Quote jalonso Replybullet Posted: 13 October 2011 at 1:40pm
Better?

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Quote Cyangmou Replybullet Posted: 13 October 2011 at 1:59pm
Seems to be more the Millet version orf the lady. The dithering at her hat seems at the moment a bit out of place because her cloac isn't dithered at the moment and yeah she looks younger. Your old version had more these kindness, at the moment the farther away eye has to much black and because of this she doesn't look really beautiful, more sick.
In terms of colors the new version is definitely the nicer one.

Also the perspective of the new one comes out nicer, maybe it'd be good to scale the last two trees just a touch smaller.

The player sprite could use less black areas to center the sight on it.

However I really like it so far, there isn't much to discuss about.
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jalonso
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Quote jalonso Replybullet Posted: 14 October 2011 at 11:54am
Better?


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Quote Friend Replybullet Posted: 14 October 2011 at 12:19pm
that background with the trees looks quasi-photorealistic.  Amazing
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Quote seiseki Replybullet Posted: 14 October 2011 at 12:43pm
Incredible work, I'd pay to play this :D
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Cyangmou
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Quote Cyangmou Replybullet Posted: 14 October 2011 at 1:04pm
yes definitely better, tjhe next suggestions:

-last tree uses at the moment to mucvh dark tones, it doesn't fade right, i guess it should look more like the flat background trees (maybe with a darker tone), deleting the two darkest tones of it should help.

-And there is a big issue with the lighting, the light comes from directly behind, so there is a difference between the woman and the trees. THe thing is tha tit's for a game so it also depends on reading because of this it's hard to do the rght things. Maybe eliminating the highlights of the face a bit and making it darker, while increasing the brightest areas of the cloak should help. Another idea would be fading the left side of the woman  a bit to the background.
At the moment the reading is quite good, the light is not so good, I also don't really know how I'd solve an problem like this, maybe letting it is the best thing.
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jalonso
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Quote jalonso Replybullet Posted: 14 October 2011 at 1:15pm
I'll work on her some more with this update then, thanks :)
Those are not trees they are wheat bundles. I see what you mean about receding the 2 back ones. The portrait and payer sprite will cover those two wheat bundles so I'll clean it up when I add the sprites.


I also thought about what you point out in the portrait. My thinking is that the play area is its own world where the lighting ever shifts because I'm blending day to night in most screens so I have to use a lot of creative license with lighting, yet make the player sprite work thru all screens.

The HUD/GUI/portraits are on its own 2D plane over the play area and thus can have its own lightsource. I think this will best allow me to make use of VanGogh's portraits that are much closer to the real art and allow all BG art to be suggestive of his art as I want to have some of his 'paint daubs and strokes' be seen too.


Edited by jalonso - 14 October 2011 at 1:18pm
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jalonso
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Quote jalonso Replybullet Posted: 14 October 2011 at 6:17pm
Her hand is being a nightmare :(
Talking icon looks silly and a mouth even worse...ideas?



Edited by jalonso - 14 October 2011 at 6:17pm
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jalonso
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Quote jalonso Replybullet Posted: 16 October 2011 at 9:10am
Old woman hand update
HUD/GUI update
New girl portrait
Recolored/tweaked church screen using new palette

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Stratto
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Quote Stratto Replybullet Posted: 16 October 2011 at 11:22am
I think the girl's anatomy can be improved
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jalonso
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Quote jalonso Replybullet Posted: 17 October 2011 at 6:08am
I am unable to decide about anatomy for this project.
VanGogh was not formally educated and all his works display anatomy flaws.
I am following his paintings but anatomy keeps being brought up.

@Stratto, what seems wrong to you?
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Quote Qemist Replybullet Posted: 17 October 2011 at 6:47am
the flaws are what makes the art. If you want accuracy buy a camera and take a shot..
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jalonso
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Quote jalonso Replybullet Posted: 17 October 2011 at 10:58am
Brand new girl with a more realistic torso proportion and greener skin.


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Quote Stratto Replybullet Posted: 17 October 2011 at 12:56pm
Originally posted by Qemist

the flaws are what makes the art. If you want accuracy buy a camera and take a shot..

I just meant that it can be better, seeing as its not on par to the other sprites.

@Jalonso I think making her waist bigger and her breasts smaller would help.
It's all coming out really cool!
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Quote showtime Replybullet Posted: 17 October 2011 at 1:02pm
I think this version of her is way better, but I hope you're planning on adjusting either the skin colour or her blush somewhat,cause they're buuuurning each other right now.
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jalonso
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Quote jalonso Replybullet Posted: 17 October 2011 at 2:03pm
I don't understand if these c+cs are for human form, anatomy and colors in general or c+c based on the original painting.




Edited by jalonso - 17 October 2011 at 2:03pm
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Quote Lathien Replybullet Posted: 17 October 2011 at 2:49pm
I think the only problem with the girl anatomy-wise is that her stomach area needs to be much wider. I don't think you should have the gap between the stomach and the arms where you can see through to the background.
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Quote onek Replybullet Posted: 17 October 2011 at 3:13pm
her waist way too small
her breast could be a wee bit lower
the arms are too wide
maybe head is slightly too big

something about like so:



Edited by onek - 17 October 2011 at 3:17pm
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jalonso
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Quote jalonso Replybullet Posted: 20 October 2011 at 11:12am
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Quote onek Replybullet Posted: 20 October 2011 at 3:41pm
still no.... sorry
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jalonso
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Quote jalonso Replybullet Posted: 20 October 2011 at 4:00pm
The stiffness of the arms, right?
I swear that painting is an anatomical nightmare ref.
---
@the Netherdutchllaindaise, What kind of bag would a kid use? Is there a wooden bag or something? I seek the inventory icon and a regular backpack may be wrong.
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Quote Cyangmou Replybullet Posted: 20 October 2011 at 4:32pm
THe woman don't really looks like a woman at the moment.
I'd say that the shoulders are ot th emoment to big and to broad (arms are also very stiff), she don't really look like a woman. Maybe it's because the drapery of the arms is at the moment to strong and this destroys the gentle woman form.
The boobs are imo also an touch to high.
Maybe it'd be also an good idea to underline the waist a bit with shading to underline the woman forms even more.

A more woman pose could also help (like holding her hat with one hand if you want to change the concept that much, but she is standing andd not sitting because of this the reference don't really works for the arms).
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Quote jalonso Replybullet Posted: 21 October 2011 at 11:29am
I think she needs to look like the painting above all.
In this update I traced her pose and sat the sprite on a bench.
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