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Andrettin

Andrettin



  2/18/2017

Geat_Masta wrote:
@Andrettin There's a github project for libFreetures, (containing neural networks and so on) and the file editors, but not the engine itself, because I don't intend to distribute it for free.



Ah well, that's unfortunate. If it's not open source, I sadly do not see the advantage of playing it instead of the original Creatures games, but I respect your choice.

 
Geat_Masta

Geat_Masta



  2/18/2017

@Merboy yeah I'll get to making tutorials eventually, don't worry! For the most part it will be easier to dev for this game for the original. E.g. artsy types like you and bifrost should be able to do 70% of the work in making a new metaroom on your own.

@Andrettin In the Kreatures thread so far: Bifrost, on his own, makes more progress on getting regenesis to be a functioning game world in 7 days than a team made in a year when trying to get it into docking station. Which you then describe as 'no advantage.' Which doesn't surprise me, considering that you opened by asking a question that was already answered in the video at the start, then again in the thread. If you aren't going to actually listen to what I have to say, then you don't get to make comments blowing off the project.

 
BaffleBlend

BaffleBlend



  2/18/2017

I think Andrettin sees it as a cheap knockoff that's not actually cheaper than what it's knocking off instead of as its own thing. A rival instead of a tribute/continuation.
Which, rather than being a point against Andrettin in my eyes, reminds me of a current flaw in the plan and an inherent struggle that fan games face. They will always be compared to the original, no matter what.
If it's not going to be free, then you're going to have to do a lot of legwork to justify the cost in the eyes of the average bystander. Especially since the original games not only are fairly cheap and very easy to get, but they obviously have a lot of sentimental value for the target audience.

That's not trying to discount your work, and I apologize if it sounds like it is—it's just a fact. It's going to be a very uphill battle.


If you could successfully acquire the IP, then this whole mess wouldn't be nearly as much of a problem—you'd be surprised at how much of a difference something being official rather than unofficial can make when it comes to peoples' opinions, so I personally think you should keep fighting for that. But since it looks like that's not going to happen, you're going to have to think of what being a competitor against the Creatures series rather than an additional installment within it implies.

 
Andrettin

Andrettin



  2/18/2017

Geat_Masta wrote:

@Andrettin In the Kreatures thread so far: Bifrost, on his own, makes more progress on getting regenesis to be a functioning game world in 7 days than a team made in a year when trying to get it into docking station. Which you then describe as 'no advantage.' Which doesn't surprise me, considering that you opened by asking a question that was already answered in the video at the start, then again in the thread. If you aren't going to actually listen to what I have to say, then you don't get to make comments blowing off the project.



No advantage for me, personally, as a player. I would be thrilled to see an open-source recreation of the Creatures games, even if it had bugs and were less polished than the original game, as it could always be picked up by someone later and revived/improved.

A closed source recreation is cool (and what you've done so far is amazing), but it doesn't expand the possibilities of the community like an open-source one would. This has nothing to do with payment; there are after all open-source games that are sold (like Frogatto and Tales of Maj'Eyal), and I would gladly pay for an open-source version of Creatures.

 
Bifrost

Bifrost



  2/18/2017

Looking at the to-do-list, and thinking about the game ui, and the hand. The mouse pointer probably shouldn't be a hand. Perhaps a pointer that changes according to use. Like a syringe for some things, a wrench for others, a tazer for punishment, and simply a text marker for speech or something.

Another thing. How many active creatures do you think the engine will be able to handle at once?

And a third thing. Do you think it will be possible to add online functions? Like chat and trading?

 
Geat_Masta

Geat_Masta



  2/18/2017

I've been thinking 'bout the hand too, not sure yet.


I'm not sure about the number of creatures, because you're talking about in a full world, I can just spawn a bunch of creatures and we'll see how much CPU it uses.

Trying to spawn 255 creatures resulted in load on a single 3.6ghz CPU of 90%. and significant lag. 200 was less laggy, 150 seems pretty normal.

I can add as many timer threads as I want, (but it shouldn't exceed the number of cores on the CPU), so i added another thread, and could get to 400 creatures with little lag.

Online functionality presents 2 problems 1: any program that accesses the internet creates a way in for hackers. 2: trading and chat work by contacting a central computer and it telling where other users can be found. There is no way to overcome this, ergo if i did implement that then it would only be functional for as long as I owned the server.

EDIT: now that I think of it, creatures only process chemistry on odd numbered ticks from when they were created, because I created them all in the same tick that would have reduced the number the engine could deal with.

 
Brynn

Brynn



  2/18/2017

re: the pointer

Do we want Kreatures to be able to see and attempt interaction with the player? Norns were able to see and associate things with the Hand, but they would also do things like try to interact with it (push/eat/get) when they couldn't. I can't remember if they ever got Disappointment pings from this.

We were bouncing around ideas and names like "Feral Run" and I think most people play the game as if it is a feral run simulator, but hand-raising is also a possibility within the Creatures series. Would taking away that option in Kreatures make things simpler to make (I think at this point we should be aiming for Minimum Viable Product sort of goals)? We would still be able to give them commands like "eat food" but they would not attempt to interact with the source of the command. This would take away the "hand".

If we take away the hand my suggestion for the pointer would be for it to either be context-specific or a multi-tool (or, heck, what's wrong with a fancy triangle cursor).

 
Geat_Masta

Geat_Masta



  2/18/2017  1

They can already see and interact with the hand, so it wouldn't make it simpler to make. The hand is represented as any other object in the game, it has to be or it wouldn't be able to interact with other objects. The only difference is that it's movementcomponent tracks the mouse cursor, and that isn't accessible in script.

If anything the context sensitive thing would be more difficult.

I realized i was also running it in debug mode, switching release mode upped the number of creatures to 1000. I know everyone's disappointed that the answer wasn't "OVER 9000!" but that's just what we have to work with.

I'm not actually sure how many creatures the c2e engine can have at once on modern machinery.

 
Brynn

Brynn



  2/19/2017  1

As much as I hate to say it, considering I'm a writer...do we NEED a story? As in, are we trying to develop a game for the mass market that has a story pre-packaged, or are we trying to make a sophisticated artificial life/ecosystem/intelligence simulator that lets the player decide what their "saga" is?

Also, because I keep getting stuck on names: Laife came to mind, because it has the letters "AI" in it and it sounds fantasy-esque if you leave it lowercase. With some cute typography tricks the AI can be brought out without it looking like "lAIfe" or something. Bonus: extremely low Google search results.

 
Geat_Masta

Geat_Masta



  2/19/2017  1

I think the same thing about not needing a story, it's everyone else that says we need one. Laife is an interesting name, I'll have to mull that over.
 
BaffleBlend

BaffleBlend



  2/19/2017

I do think we need a slight Excuse Plot at the very least, especially if this project goes with its own original main species.

Part of the appeal of Creatures is getting attached to them, and it'll be a little hard to do that if there's no background or context whatsoever as to where these little things came from.

 
Bifrost

Bifrost



  2/19/2017

I like the idea of having a simple plot that works as an allegory to how this new game came to be. There once was a beautiful world populated with adorable creatures. The rulers of the world cared greatly for it, and kept it alive and thriving. They even explored new worlds for their creatures to live on. But one day the rulers abandoned their world an their creatures. New beings appeared and did their best to keep the world and its creatures alive, but even the new rulers dwindled, and old worlds grew stagnant.

The world, the creatures and the few remaining new beings fended for themselves for a long time, and they grew feral and wild.

Until, among the new rulers, one Master arrived with the power to bring new life, new possibilities and even new masters back to the world. Under the Master's rule and guidance, the world got a new chance to prosper.

 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  2/19/2017  4

Bifrost wrote:
Looking at the to-do-list, and thinking about the game ui, and the hand. The mouse pointer probably shouldn't be a hand. Perhaps a pointer that changes according to use. Like a syringe for some things, a wrench for others, a tazer for punishment, and simply a text marker for speech or something.


A hand probably isn't too much of a glaring similarity, especially if it looks a little different, eg. a glove instead of a bare hand... Petz also turned the cursor into a hand, and a decent number of of kiddie games have a hand for a cursor.

I like the idea of the cursor turning into different things depending on what you're doing. But maybe a spray bottle instead of a tazer? Considering how widely spanking a child is now considered "violence" these days... I dunno what the reaction would be to tazing cute fuzzy critters. :P


Now, onto what I said I'd have done yesterday. Here's a basic walk cycle (beginning frame on the right-hand side) and here it is as a rough animation. My first instinct is that he doesn't move his legs enough--the gait feels a little too sedate to me--but he actually covers a decent amount of ground in two or three steps.



 
Bifrost

Bifrost



  2/19/2017

That is gorgeous!

The only thing that feels sedate is that it looks like it's leaning a bit much forwards. Perhaps turning the shin slightly straighter. And I have to agree with Geat Masta that the neck feels just a tad too big.

But it truly looks amazing!

 
BaffleBlend

BaffleBlend



  2/19/2017

Bifrost wrote:
I like the idea of having a simple plot that works as an allegory to how this new game came to be. There once was a beautiful world populated with adorable creatures. The rulers of the world cared greatly for it, and kept it alive and thriving. They even explored new worlds for their creatures to live on. But one day the rulers abandoned their world an their creatures. New beings appeared and did their best to keep the world and its creatures alive, but even the new rulers dwindled, and old worlds grew stagnant.

The world, the creatures and the few remaining new beings fended for themselves for a long time, and they grew feral and wild.

Until, among the new rulers, one Master arrived with the power to bring new life, new possibilities and even new masters back to the world. Under the Master's rule and guidance, the world got a new chance to prosper.


Yeah, something like that is exactly what I'm talking about. That's enough to give things a little texture without stressing too much over it. The kind of thing that can be put on the back of the box (or on the Steam page) and not get in the way of the gameplay, and yet still intrigue those who care enough about it.

(I also like how it does seem to have a connection to Albia without being explicit enough to tick off the lawyers. "The rulers" could easily have been the Shee as much as Gameware.)

Ghosthande wrote:

Now, onto what I said I'd have done yesterday. Here's a basic walk cycle (beginning frame on the right-hand side) and here it is as a rough animation. My first instinct is that he doesn't move his legs enough--the gait feels a little too sedate to me--but he actually covers a decent amount of ground in two or three steps.



...okay, I admit it, that's totally adorable.

 
Geat_Masta

Geat_Masta



  2/19/2017  1

I think the sedateness also comes from the lack of associated arm movements. I've thought about having arms and gait controlled separately, and I don't think that's possible without major retooling.

When I get to making tutorials what kinds of things should I make in them? Probably I'd do video tutorials, so I could add a few lines of code at a time, then boot the engine to show what changed. I think it would be harder to get that idea across in just text.

 
Merboy

Merboy



  2/19/2017

Once again, I think the game would benefit from a very basic plot. Like I said before, nothing huge, nothing complicated. We don't need to write a Lord of the Rings history for the game. Just an "Excuse Plot" as BaffleBlend said, or really just a prompt. I adore Ghosthande's idea of setting the game so you sort of unlock new stages or new places after certain achievements. And I really like BitFrost's basic storyline. Very simple. In fact, what he just wrote with a little bit of polish would suffice just fine. The players themselves are then left to wonder about the history of the games. Or not. But the mystery and intrigue is still there, much like the Shee. I remember always wondering who the Shee were and what they looked like because of the statues and few glimpses we saw.

Ghosthande, those rabbit raptors are PERFECTION!!! They are SO adorable and I want to get a tiny saddle and ride them around. Extremely well done! Can they move their heads to look in all four directions while facing one direction? Like looking behind them?

For the tutorials, I just would want something accessible to the common layman. I desperately love making worlds. I've got some scrap material from Ainarda and other projects that I'd love to use but I stopped because I never could figure out all that's required to actually *make* the world, apart from the graphics.


The Lantern Light.com
 
Geat_Masta

Geat_Masta



  2/19/2017

So like it's too late to go back on using jewelscript to run the engine, but I'm having second thoughts. When I reported bugs to the developer of the language the typical response was "what you mean is there seems to be a bug, have you done X?" So I got increasingly sarcastic and negative when talking to him, because he wouldn't even check to see if there was really a problem.

Eventually he called me out on being a sarcastic jerk, by being a sarcastic jerk, to which I basically said "if me being a jerk makes you be a jerk back, that implies you being a jerk would make me a bigger jerk in response? so... what are you trying to accomplish with that?"

And I'm pretty sure he blocked me, because now he doesn't respond to my bug reports at all. Presumably he thought I was being a hypocrite, but I never called him out on not listening, so I was holding him to his standards, not mine.

Anyway, I just discovered that this hangs:

method EmitterTest(const Anchor location, const Point2F offset) extends GameObject()
{
movement().setPosition(location, offset, null);
}

And this doesn't:

method EmitterTest(const Anchor location, const Point2F offset) extends GameObject()
{
int i = 0; ++i;
movement().setPosition(location, offset, null);
}


So I'm a little worried about 'accessibility to the common layman'

 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  2/19/2017

Geat_Masta wrote:
I think the sedateness also comes from the lack of associated arm movements.



I believe you're right. I kind of skimped on that just because I'm less familiar with animating arms, and wanted to get the basics out sooner than later.

I've seen the neck length brought up three times now. The longer neck was intentional... it helps change their silhouette so that they don't look like somebody just took a Norn and drew a different face on him. It can always be changed (2D images are easy to resize)... I can make slight variations of proportion and see what everyone prefers. But if you just want them to have Norn proportions then I'm making two breeds, because I personally like them better this way. This can be the funky-looking "Ron" breed or something. :P



 
Merboy

Merboy



  2/19/2017  1

Ghosthande wrote:


I've seen the neck length brought up three times now. The longer neck was intentional... it helps change their silhouette so that they don't look like somebody just took a Norn and drew a different face on him. It can always be changed (2D images are easy to resize)... I can make slight variations of proportion and see what everyone prefers.



*slaps your mouse out of your hand* Don't you dare! Don't you go changing who you are or what you do! Those rabbit raptors are just the way God intended them to be!


The Lantern Light.com
 
Geat_Masta

Geat_Masta



  2/19/2017

It's more that the neck is weirdly thick compared to the head in my opinion, and makes the whole thing look skewed. The length doesn't bother me.
 
Bifrost

Bifrost



  2/19/2017

@Ghosthande: Exactly what Geat Masta said. It just look a bit tto thick. And perhaps the shoulder joint could be a bit further back. The length and the general profile looks absolutely amazing. I can't click like on them enough!

@Merboy: You have Ainarda scraps? Perhaps, when the sketch is out, you see somewhere those scraps can be used.

 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  2/19/2017

Awe, do you only have scraps? :( I still have the full Ainarda background (albeit in .blk format) and the sprites for the tree flowers.


 
Geat_Masta

Geat_Masta



  2/19/2017

I didn't want to bring this up, because I don't like to criticize people's art unless it's in person, but since everyone keeps bringing it up I'll say it: I don't like Ainarda. I really don't. And I feel bad for saying it, because it's something that he must have spent weeks on. I'll try to describe why, in the hopes that merboy will decide some of my criticism is valid and learn something. Or maybe merboy will tell me why he made those design choices and I'll change my mind.

#1 80% gray. Back in the 1920s, marketing firms did research to decide what kind of images will really draw in customers, and what they found was that if you blur an image as much as you can, people will like it most when the result is 80% gray. Now since computers store colors as the square root of their actual value, this would correspond to doing a Gaussian blur in photoshop until you just have a solid color, sampling the color, and it should have a value of 50%. Arindia has a value of 12%. And is more purple than grey.

#2 color sensitivity. Human eyes are best at detecting green light, then red, then blue. This is why during image compression green usually gets 6 bits while red and blue get 5: on a scale of 0-255, your eye can't distinguish between different shades of red if they're less than 5 apart, and blue is even worse. Looking at Ainarda: the only green to speak of is in the backdrop, which is no good because that's what the eye is most sensitive to, and so it's best for determining what's solid and what's not. What we have instead are lots of purples and blues, which eyes aren't very good at seeing, causing everything to sort of run together.

#3 scale. The whole thing has no sense of scale to it; look at the size of the giant redwood in the center compared to the trees in the backdrop behind it. Why are those trees so far away? What's the deal with the apparently empty void between the foreground and the background?

#4 collage. The thing looks more like a collage of other things than a unified piece, the castle looks rather nice, but then you have the weird early-90s-cg head, that appear to be in completely different art styles. This is further exacerbated by the lack of negative space. E.g. there's some kind of thing, between the redwood and the castle, and it just messes up the composition, like you thought "i need to put something here..." But you didn't, like look at the giant bridge in C2, it didn't have extraneous things tacked onto it, even though if you just saw a line drawing of the world, you'd probably think it does need something there. Again in the treehouses, they have those designs, but they don't really fit there, it would be fine without them, and I think worse for the addition.

#5 art style. Now based on the general look of the castle, I'm going to guess that you drew that merboy, and it looks fine to me, it's definitely the best part of the metaroom; the problem comes in when the whole thing isn't in that art style, but is rather a mish mash of other things. This problem is endemic to metaroom design, and I think it's because CL used an art style that is really hard to mimic, and people tried to copy it so things 'looked right', and just couldn't do it, and so ended up drawing graphics in an art style that wasn't their own, the end result being a few assets that look good, but mostly things just copied from the original games, juxtaposed to the original creations in a way that just makes both look cheep.

 
Doringo
Lodestar

Doringo


 visit Doringo's website: Abacus & Ettinus
  2/19/2017

Geat_Masta wrote:
It's more that the neck is weirdly thick compared to the head in my opinion, and makes the whole thing look skewed. The length doesn't bother me.



Wait that was a neck?! I initially thought the body just lipped backwards into the neck, rather than being the whole joint.

 
Merboy

Merboy



  2/19/2017

I mean... damn.

Anyway, Ghostlove, no I meant I have lots of other bits and pieces that didn't get put into the world.

And BitFrost, it's sounding to me that the graphics for this new game should be your own ReGenesis stuff but I def appreciate your interest!


The Lantern Light.com
 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  2/19/2017  1

Geat_Masta: Ouch. Okay, so, what's your preference in terms of a "good" background? I get that you dislike Ainarda, but what are you looking for instead? What do you hope that someone will make, or be able to provide?

Creatures 2 (which is the art style I believe you're hoping for in the breeds) had drawn Creatures living in a 3D environment. I think it worked out pretty well, and a 3D style background is quicker to make and easier to try to emulate. Like you said, I think an accurate reproduction of the C1 style is basically impossible to recreate. And I don't say that for lack of trying. :\

I wouldn't mind seeing a "half-drawn" world, which uses 3D models for the background but with textures that look more painted. I haven't really experimented with trying to emulate this but it's somewhat visible in games like the Star Wars MMO and The Sims 4.



 
Geat_Masta

Geat_Masta



  2/19/2017

@merboy sorry; I don't mean to be mean, but if no one criticized no one would ever improve as an artist.

Hard to say what would be best, the data used by the lighting system is best made by baking it from a 3D model, I thought that was a problem, honestly. I find it surprising that 3D models are easier to make than drawing things.

I think it's more a matter of image composition than art style honestly. Thats why all of the things I said were about composition.

I liked the upper half of C2, and I think I didn't like the lower half because it was very dark and didn't have as much contrast. I think the half drawn thing would be really cool too.

To me, one of the biggest things is the cutouts as I call them, where the world has been cut in half and you can see inside it, I think C1, C2, and terranornia, did those really well, while C3 and DS did them significantly worse, e.g. the purple cells from C3, it just doesn't look as good as the cross section of earth from C2. But I think getting that cross section to look right is a major thing.

I have been doing tons of research trying to figure out how to get the graphics right though.

E.g. this: https://www.youtube.com/watch?v=T2Wo9eFw_eI There's a tutorial on that so I could have that effect in engine.

There's this: https://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf which I was looking at for skyboxes.

I've been at things like this http://algorithmicbotany.org/papers/abop/abop-ch1.pdf for how to generate plant life in engine, using a more primitive 'genome'.

I've been making particle emitters for waterfalls and such. (currently particle emitters don't interact with the world right, when they send particles to the right the game gets confused about where they are.)

Likewise for fog effects. Cirus clouds, and the like.

I've been looking at adding wave warps to underwater areas, I've been looking for shaders for surface waves, just all kinds of things.

So it's hard for me to say because it's still unclear how much I can do in engine, my previous todo list was just for a minimum viable product, as Brynn said.

But for now, I think it's best to focus on composition rather than art style.


 
Wingheart

Wingheart



  2/19/2017

With regards to the rabbit-raptor thing: the shin should probably be shorter and more upright, and the lifted part of the foot should be longer. That way, its gait would look more efficient and less awkward.

Currently it reminds me of those pictures of really inbred German Shepherds, with the limps and hip problems caused by weak ligaments making the heel drop, causing a shin angle somewhat like that. Very inefficient for walking.

 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  2/19/2017

Geat_Masta wrote:
Hard to say what would be best, the data used by the lighting system is best made by baking it from a 3D model, I thought that was a problem, honestly. I find it surprising that 3D models are easier to make than drawing things.



I don't consider it a problem, although the ease of modeling in comparison to drawing is probably a matter of personal preference.



 
Missmysterics

Missmysterics



  2/20/2017

I think Ainarda is a rather specific aesthetic that distinctly gels with some and doesn't with others, it actually quite distinctly reminds me of some of those "aesthetic" posts on Tumblr, they appeal to a very certain audience.

A 3D model that looks like the Creatures 1 world is possible, but probably just a smidgen below hyperrealism when it comes to difficulty.
By the way, I'm liking the name "Regenesis".

I'm getting criticisms that this will always be compared to the original, but maybe we can make something better than the original?
The Creatures 2 onwards are obviously unfinished in their vanilla state, which I believe was a major part of the Creatures series eventual failure as a franchise.
Their current dated-ness also make them a little inaccessible because of getting around compatability, lack of official support, the latter even makes it a little less accessible on a social level,the feedback between creator and fandom is an important part of a franchise.

If it can avoid instability, avoid releasing the A-life with unfinished genomes in addition to, obviously, creating a game that's obviously made for modern systems, I reckon a new A-life series could definitely out-compete Creatures.

 
BaffleBlend

BaffleBlend



  2/20/2017

Missmysterics wrote:

I'm getting criticisms that this will always be compared to the original, but maybe we can make something better than the original?
The Creatures 2 onwards are obviously unfinished in their vanilla state, which I believe was a major part of the Creatures series eventual failure as a franchise.
Their current dated-ness also make them a little inaccessible because of getting around compatability, lack of official support, the latter even makes it a little less accessible on a social level,the feedback between creator and fandom is an important part of a franchise.

If it can avoid instability, avoid releasing the A-life with unfinished genomes in addition to, obviously, creating a game that's obviously made for modern systems, I reckon a new A-life series could definitely out-compete Creatures.



And that's exactly the problem. We don't want something that will make Creatures even more long-forgotten than it already is.

We want to revive it and pay tribute to its memory, not seal its fate and dance on its grave.

 
Bifrost

Bifrost



  2/20/2017

While I do see the criticism of Ainarda as valid, those points don't weigh enough in my opinion to create a dislike for the world. As for graphics I'd like to see adopted (and adapted) into a Kreatures world, the tree houses and especially their roofs, has the potential to become a beautiful addition. Other things that was criticised could still be used, with the criticism addressed; most could be tweaked with adjustments to brightness, contrast and colour. I'd still like to see the scraps, and evaluate together with Merboy and Geat Masta if there are things that could be used.
 
Bifrost

Bifrost



  2/20/2017  1

This new game will be a child of the Creatures series, and it will carry on the great legacy these games created. However more canonical and official, no mobile app will ever revive or pay tribute to the original games. Nothing will dance more on the graves of its ancestors than a Creatures app. Kreatures (whatever its name will be) might not ever become official, but this stepchild will be a far greater tribute to Steve Grand's vision and the potential the Creatures concept holds than any official mockery. If the original games are to be remembered for what they truly are, it will be because of fan games such as this, and amy improvement that overshadows the originals will only be in honour of the visions and potential created by the first Creatures games.
 
Geat_Masta

Geat_Masta



  2/20/2017  1

@Bifrost gets it!

Originally I tried asking my sister to make a background, because she's a professional graphic designer, but after a few months she still had done barely anything b/c she's too busy working on movies and stuff. But I think being around my sister for so long is what makes the things that aren't composed well in ainada so irking. But yes @bifrost, most those things could be easily addressed and iterated on to get a professional product. @merboy is more than capable, he just lacks experience.

I think that while my sister doesn't have time to work on a background for me, she will have time to criticize the compositions we come up with, so we can iterate on that a few times.

 
 
  replies cannot be added because this thread has been locked.

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creatures caves is your #1 resource for the creatures artificial life game series: creatures, creatures 2, creatures 3, docking station, and the upcoming creatures family.

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