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Waaah

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Posts posted by Waaah

  1. WATCH OUT SPAM FEST

     

    Fathom.png

    Somewhat stuck on the progress. ("copied" from a comic cover - meaning I had the comic lying next to my drawing - just the outlines though (well... "just") coloring is exclusively by me))

     

     

    KO.png

    I hope you don't mind the bird - if anyone feels offended I will remove him

     

     

    File0013.jpg

    Awesome artists pens are awesome!

     

    Angles.png

    Ball pens even more!

     

    bild059copy.png

    OH FECAL MATTER! IT'S A LION GET IN SOVIET RUSSIA!

  2. You obviously know how to use a pencil. The technique is nice and well done although you sometimes see some strokes instead of a shading but only on really big shades.

    I think I don't have to comment on the style of the first two pictures - they look like drawn by a young girl (not exactly bad but well just typical)

    The portraits are really good (I'm struggling for words, meh) they show charackter and movement. And even though soe might not be anatomical correct they show some individual style.

    some of your full body drawings look a little stiff - mainly the Seraphim. The dryad went rather well however it's not the most exciting pose ;)

    Whilst the reflections on the sword turned out awesome thr hands/arms holding it look somewhat stiff to. You could cover it up by adding some detail the them. Think of a ring or some ornaments on the arm proetection (oh the words!) just so the pic won't look so vast even though you filled out the background (which is an exemplary attitude).

    Last but not least, the newest high elve picture. It's OK but boring. Give her some charackter - add in some flaws, acentuate her cheek bones/eyes/nose - in short: make her interesting.

     

    So my main critizims would be the hardest part in drawing itself 8at least I tihnk so): You have to find a way too make your drawings interesting. Be it action or detail(if used to actually add something to the picture) try to think about it before you start drawing. You can change a lot if you do some sketches concerning the posture of your character - try it!

    (I fail at this part as well :blink:)

     

    Did I say I like the pictures? :)

  3. In Sacred1 I wouldn't mind leveling a toon for someone else for money. That is and I also think thats the reason why we don't have it in Sacred1 because he won't gain anything from it. Sacred doesn't have something like "ensdgame-content" so it's pointless to have a highlevel toon.

    But since Sacred2 is going to be a looot bigger and because there wil lbe so miuch new stuff (I really expect it to be somewhat groundbreaking) I guess we might get that problem there. Till now a highlevel toon doesn't affect the world/other players at all. But we don't know about Sacred2.

  4. This never happened to me :devil:

    My charackters always die and then leech their life up to 100% but still lay on the gorund - lost forever.

    Concerning the birdies:

    At least in PVP there is a kind of newbie protection so if you hit someone way below your level he doesn't die but become unconscious. That is when you see the birdies. You won't be able to kill that charackter and you may only attack him if he attacked you first iirc.

  5. I use "View new posts" since there has already so many been written that I can not and will not try to oversee all of it. Like this I can follow the progress of the forum from the time on I registered and give my 2 cents. And to be honest, I never new there was something like "active posts" and I still don't know what this does.

    From time to time I also roam through the board. Pretty much like all the others here.

  6. Come on guys 'n gals, don't be shy and post your work!

    OhneTitel-3.gif

     

    On a side note: I'm self taught. Tried a few tutorials (a total of 2 :D) and ended up beeing to impatient after the first two or three steps :P

    Also most of the really cool effects happen by luck whilst I'm frenetically painting. :)

  7. So I happened to notice that there isn't a paintings-thread yet. How could I resist creating one?

    Here we go:

    I imagine this thread to be a place where everyone can show off his works and get some constructive critique back. (since I'm not that confident in my art/have not enough I won't claim this thread for myself so feel free to post :devil:)

     

    Okay, here are some of ma latest works. Both made in Corel Painter Essentiels 2 which came with my graphic tablet:

    A good friend of mine (reference pic taken last New Year's Eve)

    Bild183x.jpg

    Another friend of mine (after the first portrait I wanted to do more)

    Klonvon.jpg

  8. Sacred 2 in Computer Bild Spiele

    Hello Heros.

    Early in august the Computer Bild Spiele will be published with Sacred 2 on the cover and Sacred Plus as DVD. On top of that 5 pages of exclusive information and pictures.

     

    Little hint for what to buy, you should definitely get it.

     

    Also Sacred will come right into your living room. The TV-Spot is broadcasted on TV.

     

    You should take a look at this:

     

    http://www.computerbild.de/videos/video_popup_1335153.html

    http://www.computerbild.de/videos/video_popup_1334660.html

  9. Hi there,

    I noticed that the "developer diarys" that are published in english are only the first two of five articles published in german. So I translated the thir d arcticle into (hopefully understandable) english. I have no idea whether or not Ascaron likes to see me do that or not but I'll give it a try.

     

    Translation of the third diary entry by daniel balster about the questeditor:

    How quests are developed in Sacred 2

     

    To create the story and quests of sacred 2 we at studio 2 use our quest-editor which has extra been developed for this purpose. Every quest in almost every game consists of the following basic modules: Figures, items and connections. You could script this but it is much easier to do by some simple mouse clicks. You can always fall back on scripting but in most cases this isn’t even necessary.

     

    Once a quest-author starts the editor he sees a simplistic version of the sacred landscape from the bird’s eye of view. Many tools enable him to navigate on the map, list and search for quests,figures or items. The detritus you can see on this map is a test-scenario for the level-designers – I like to use it as a playground to test special quest-techniques. All objects are disposed in a SQL-Database that is used by the editor. Because of this all authors can work on the same world simultaneously. To play the quests you just created,your database must simply be exported into the gamefolder.

     

    Save my daughter!

    For testing purposes I created a tiny and simple rescue-scenario: A man asks you to save his daughter. To be able to accept the quest your character has to walk through a “trigger-area” first. Only then the quest will be available. This can be seen by the question mark above the NPC. Because this NPC offers us a quest we started to use the term “questgiver”. For the author the quest will now look like in the picture.

     

    The goblin is encircled and enlarged because the mouse points at this figure. The arrows and symbols that are connected to the figures display the coherences between them: A question mark for questgivers, exclamation mark for the target, red cross for victim,crosses for attackers and so on. If you point at the symbol called “RESCUE QUEST” you will get the options-dialog for this quest.

     

    Standard forms ease the input

    There are a few basic modules that can create every imaginable story. It is all about collecting, killing, triggering, trading, guarding or achieving a special goal. In this case friends shall be saved from some bad guys. So the author has to set the figures and doesn’t have to hack x,y,z-coordinates into the script – way easier and less bug producing! The fine adjustments can also be done with the editor. If – for example – an enemy figure has to be more detailed:

     

    Additional parameters for authors with attention to detail

    A huge library of behaviour, equipment and 3D-figures can be accessed to create a special enemy. If an author needs something custom built he orders the logic-programmers or the 3D-designers to create it and it will later be available in the selective list.

     

    Because there is also a story to be told the text can be inserted here too. Due to the dialogues being disposed in the database you can switch between all the languages already and for example work with chinese or russian texts – you've got to understand it though. Many texts are optional and won’t be needed in many ingame situations. The author can leave them out or even create some completely different texts for special situations: For a female hero a different text could be used than for a male hero. Like this you can express friendship or hatred towards to different hero classes. The dubbing(sound recording) and furthermore the quest-book is also disposed in the editor.

     

    Let the game begin!

    Alright, exclusive and surely disappointing: Screenshots without landscape! As I said to test things I always play in a vast and scant landscape that somehow reminds me of the matrix. I already walked through the trigger and activated the question mark above the questgiver. Once I talk to him I can decide whether to accept the quest or not.

     

    The questgiver is persistent, that means you can meet him at any time. The monster and the girl, however, will only be displayed once I have accepted the quest. How and at which time the figures shall appear in the world can be decided by the author. Like this he can control the story’s tension. Whether a figure can die before you get to it or not can be decided by the author and if the story can be played like this or not doesn’t matter at this stage. A special tool automatically checks the story and warns you if you have created something paradox.

     

    Naturally all those mini-quests can be connected with each other: Search for the magician, get a valuable rune that gives you the power to survive in the area of the orcs. The orcs give you important information and so forth.

     

    Finally a screenshot of a more complex area with many quest figures, markings and functions. Our designers are currently inventing a incredible exciting and interesting world without having to rely on programmers.

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