General Screenshot/Movie Thread

Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.

  1. Animemaster

    Animemaster Lets get to work! Member

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    Seems a little rude IMO.
    It's nice to see people working on new art, but it's a little crazy at the moment. I see your going for a wood zone like level? maybe get inspiration from this: http://www.soniccenter.org/maps/stt-06-mj1.png from Triple trouble. Art is hard, believe me I know. At the moment there is too much going on like I don't know what your going for right now. A bit repetitive as well with some of the tiles, try to give it more variety. Again if you look at the link I think it's a good example, hope it helps and keep at it!.
     
    Last edited: Apr 24, 2016
  2. LazloPsylus

    LazloPsylus A Certain Scientific Railgun The Railgun

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    See, normally I'd not agree with the blunt delivery of this statement. However, holy fuck, that BG is lazy. Seriously, that can't be considered anywhere near ready to show to the public. It's quite literally five-minute copy and pasting. And that layout? It's screaming "I don't want to you run, ever." To make matters worse, none of the art matches in style. You have the wood FG copied and pasted from one place, the BG that would be better off as strips of color, and then the stock S3K art. None of it looks like there's an ounce of care for consistency and polish. This is not meant to beat you down, but to help you recognize that this work is not something you should settle for. You should be aiming for higher standards and expectations, because that's the norm these days.

    When you want to show things to the public, you are opening yourself to scrutiny. Make sure that what you put forth is your best.
     
  3. LordXernom

    LordXernom Well-Known Member Member

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    Thank you all for the feedback. Your criticism is very helpful for me and this time I learned if I'll show something related to this project, I'll must spend more time to do it better. This community is very good, it teach me not only about hacking, but also about improving attitude and other things that can help me being a better person and thank you all for it! ;)
     
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  4. AbyssalLeopard

    AbyssalLeopard Well-Known Member Member

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    I'm super glad that our constructive criticism is helping you in a way, and to grow as a person as well. That's what we're for. My advice? Take your time, don't rush things if you want a decent product to come out of the light, and keep practicing to perfect your skills and strengthen your weaker points. You can do it!
     
  5. Royameadow

    Royameadow Welcome to the modern existence. Member

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    Mockup.

    Master Deck; Mockup Gameplay Screenshot (Texas Hold 'em).png

    This is an experimental visual template that I intend to use (and modify over time) for a potential Casino genre project that I want to work on with programmers in Future~Time, the name of the franchise is known as Master Deck, it will be a series that will takes multiple competitive Card games of plentiful forms and turn it into a rather long Story Mode of a game, with the series' cast of characters being all from Royameadow and Co. across Generation 0I to III, as depicted above.
    Personally, I want to have this concept become a full game that will be available for PCs in later years and then have it ported to other consoles, particularly the Sega Saturn to take advantage of making the first Twelve Player Local Multiplayer Mode for any game on the console to ever have (outside of NFL Quarterback Club '96 and '97, as well as NHL All~Star Hockey); whether or not that will happen sooner or later is well beyond me, but I truly do have a lot of high hopes for such a concept, Casino Simulation/Adventure games are often underlooked (Super Casino: Caesar's Palace and Side Pocket II and III are examples of games with a similar atmosphere that suffered from this), so giving it some love would do the genre rather well, I truly do feel that there are people that would be willing to play such a concept if it were ever to be made, its return is heavily long overdue.
     
    Last edited: Apr 26, 2016
  6. SaunicBoom

    SaunicBoom Well-Known Member Member

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    Royameadow, I've noticed your style over the past several months and seen quite a bit of your concepts on a variety of things, but there's one reoccurring thing about it that's been bugging me as far back as the first time I've seen it that I've been dying to know (and, yes, I anticipate that this may come off as me being nitpicky, but I have to ask). Why is it that your images and textures tend to be squashed in horizontally? I ask because this kind of thing can give off the impression that your work was somewhat sloppily put together or rushed and therefore you either lack knowledge in proper aesthetics or you're being lazy. If it's an intended choice of style, then to each his own. It's just that while this might be appealing to yourself and you may have a very specific reason for it, you run the risk of turning away fans who don't see it like you do and, therefore, might be self-sabotaging your own potential. This post is in no way meant to be malicious, so please do not take it as a personal attack on you. This is something I'm genuinely curious about.
     
  7. Royameadow

    Royameadow Welcome to the modern existence. Member

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    No, not at all am I offended by your views on my art style, Sonic Boom, I am often asked about my templates and I am always glad to respond about it, regardless of the views that one may possess.
    The reason that I do what is often referred to as Horizontal Squashing is more or less because of the fact that I have time and time again viewed games over the years have an extremely horrible issue with image stretching, especially games that utilize Anamorphic Widescreen on Generation VII consoles, I will intentionally make images feel as crunched down on something as probable so that it does not feel too far to the edge of an onscreen image, as most games and even Televised Sports shows do in recent time; another factor that I keep in mind is for those that use Analogue Television sets (as I still do to this day because I have to work on monitors that work in 04:03 and 08:07 before upping it to 16:09 or 16:10), and I notice that in comparisons of Analogue SD to Widescreen HD, roughly about an inch of the onscreen detail is cropped out of Analogue screens on both the Vertical and Horizontal ends (for example, in NHL Hockey games that are shown on NBC, Stanley Cup Playoff games for this season show how many games that a team leads by, but you would not view that on an Analogue monitor because of the cropping issue; keep in mind that this is with Anamorphic Widescreen enabled), and as a result, I have my material with this in mind accordingly, most of my work over the years has kept Analogue SD in mind and it is rather well worth it, it allows for more to be on screen while not losing much of any detail in the long run and serves rather well for what it does, odd cropping never has been an issue since I started utilizing this in 2009 and it helps out in optimizing for all viewing templates simultaneously, even if Widescreen HD might have it look a bit odd at times.
     
  8. SaunicBoom

    SaunicBoom Well-Known Member Member

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    Point made. I certainly have a lot to learn about video broadcasting in general (though it's not my particular field of interest). Thank you for taking the time to answer that, I know I wasn't the only one wondering this. Hopefully others will get something out of this like I did.
     
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  9. A-S-H

    A-S-H Moderator and Host of the SMPS Competition Member

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    A little something I've been working on:
    s1built016.png s1built017.png
     
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  10. JustRomhacker

    JustRomhacker Newcomer Exiled

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    Just SBZ1
    [​IMG]
    And more
    [​IMG]
     
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  11. LordXernom

    LordXernom Well-Known Member Member

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    Art is good, first palette is also good, but I have a mixed feelings about the second palette - it's too blue and swinging platform colors looks a little eye-rape for me.
     
  12. JustRomhacker

    JustRomhacker Newcomer Exiled

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    The second screenshot palette is TERRIBLE.
    THIS PALETTE RAPES MY EYES.
    PLEASE CHANGE IT.
     
  13. Misinko

    Misinko YOU FOOLS! YOU MESSED WITH THE NATURAL ORDER! Staff

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    It ain't that bad mate.

    The main issue I see with it is that it's too loud with too many primary colors. Perhaps you could desaturate the blue a little, replace the yellow with a softer orange, and possibly darken your red to a crimson.
     
  14. Xeal

    Xeal The Nuke Retired Staff

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    Surprised this place doesn't have a silly word filter :v
    Anyway that second palette can use a lot less blue. Misinko made a good point about replacing the yellow with a softer orange, and the red as well. Everything here is bold and it just screams in your face, which isn't good to look at.
     
  15. CaveQuest

    CaveQuest The Draco Centauros Main in Puyo Puyo Member

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    I quite like the first palette and I agree with Misinko.

    Justromhacker. That looks neat. Are you going for a more Sonic 1 SMS or?
     
  16. JustRomhacker

    JustRomhacker Newcomer Exiled

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    S1 SMS?
    Hmph... I'm going to port S1 from SMS to Sega Mega Drive , after i finish my current hacking project.
     
  17. D.A. Garden

    D.A. Garden & Knuckles Retired Staff

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    There is no need for this post to use CAPS like this. This is a warning; do not do this in future, as myself and other staff members do not take very kindly to it.

    The post content is also questionable. You didn't have to be so melodramatic in your feedback.
     
  18. Painto

    Painto Samodzierżca Najdłuższego Kija Member

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    @AverageSonicHacker: As my predecessors said, the first image looks okay, but the second palette surely need to be worked on.

    @JustRomhacker: I like that art you did. I'm hoping to see more.

    And now it's time for my screenshot as well.
    [​IMG]
    C&C as always are welcome. Keep up your good work, guys!
     
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  19. D.A. Garden

    D.A. Garden & Knuckles Retired Staff

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    This looks pretty cool, Painto. I expect it to work like the cutscene after Hydrocity Zone Act 2, although correct me if I'm wrong. The only issue I have is the cut-off on the large rocks, above the ceiling above Eggman. It would probably be better to use some other tiles there, or even have an uneven ceiling instead?

    EDIT: The updated version looks much better.
     
    Last edited: Apr 26, 2016
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  20. Painto

    Painto Samodzierżca Najdłuższego Kija Member

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    Oh, I didn't noticed that :V I've corrected all the chunks I did except this one and I showed it. And yes, it works like S3&K except that Eggman activates the earthquake & the water rather than it appearing from nowhere. I'll update the post with corrected tiles. My bad :V

    EDIT:
    [​IMG]
     
    Last edited: Apr 26, 2016