Do you guys have any specific ways to apply the Rocket-Arceus regular holosheet over dark backgrounds? The good and old Dodge over Multiply simply isn't cutting it.
That's the one I have. I guess I'll just harvest one and scan it.
Zygarde said:
Do you guys have any specific ways to apply the Rocket-Arceus regular holosheet over dark backgrounds? The good and old Dodge over Multiply simply isn't cutting it.
For my holosheets I apply them in 3 layers. The bottom one being Multiply 30%, the middle one being Colour Burn 10-20% and the top layer Colour Dodge 100%. On dark backgrounds you don't need the Multiply layer, or you can duplicate the Colour Dodge layer and reduce its opacity to around 70%, you can even do both!
I am in no way qualified to answer this question but I will anyway.
Rather, I will provide a little bit of insight, because, as I said, I'm unqualified.
In the case of my blanks, I took many, many high quality scans of the same type and removed the text from each of them and then layered them on top of each other. Anything that couldn't be salvaged was clone stamped carefully.
With Owner's Pokemon as our new CaC theme, I've run into a problem doing preliminary layout work. I'm having trouble fitting long names into the name bar with Stage 1/2 blanks:
It tends to overflow a lot...
So I looked at some more recent cards to see how they handle this. The only cases I could find in BW or XY were Black and White Kyurem-EX, where the name (excluding the EX symbol) was slightly compressed to make the whole thing fit evenly. You can see that here.
So I tried this and...
Well it might be a bit borderline here. It passes at a glance, but staring at it makes it seem way too compressed. And it gets worse with longer names (and I've made the unfortunate decision to use a significantly longer name for my entry (not spoiling it).
I've tried shrinking the owner's name, nudging it around, using multiple lines (a la bottom-half LEGEND cards), but I can't find anything that feels right.
I was wondering if anyone had some suggestions on how to fit in the owner's name onto BW/XY blanks in an aesthetically pleasing way, without taking up too much space.
Perhaps you could use the first letter of the member's name, like SP Pokémon? And a mini-avatar at the bottom-right. You should have chosen me, you wouldn't have these problems...
Make the owner's name a bit smaller and use Bold Condensed for it. It's better than condensing the whole name. I also chose to make it all caps since it was already smaller than the Pokémon's name and condensed. Your call tough.
I'm doing a bit more card faking and came across the problem of too much attack text to fit in the card space. How do you deal with this? Do you resize both attack effects? A IRL example would be great too!
I'm doing a bit more card faking and came across the problem of too much attack text to fit in the card space. How do you deal with this? Do you resize both attack effects? A IRL example would be great too!
You resize all the Ability/Attack effects on the card. With standard size text you fit six lines of text (spread across two sources) and when resized you get left with 7. six lines of text seven lines of text
IIRC, BW sized text on the 420x590 blanks is 16pt and the reduced size is just 15pt.
On an unrelated note, I am working on the HS Trainer blanks and Prime ones. Trainers are almost done, Primes aren't.
So I'm trying to make a sprite comic, in Hoenn
But how do I make it be night? I mean the map.
I've seen other comics having a night scene in Rustboro, for example.
How do I make the map look as if it's night?
It's not as easy as just googling it, because RSE didn't have day-night cycle, so anyone know how I can make it night, or where to find it? I know it's possible because of the comics I've been reading.
Put an about 25% transparent layer of dark blue on the map and sprites? I'm not completely sure what exactly you want to do. It's expected you need some basic editing skills if you want to do something with Photoshop or the likes. Google some basic tutorials (written or video) for whatever program you are using! Deviantart.com or youtube.com are also a great tutorial resources!
Ancient Traits
This is all based on what is seen in Primal Clash and the Gym Challenge promos and is definitely up for discussion. Some people think Ancient Traits are based on habitats and I find that idea limiting. I think we shouldn't limit ourselves to habitat-based Ancient Traits on our fakes when we try to make them realistic, so I'm analysing Ancient Traits based on a typical RPG-type system. Support VS Action, Attack VS Defence, etc etc. This should hopefully give us more freedom with what we can do with Ancient Traits while still sticking to the patterns/themes in the official TCG.
Alpha Traits
Growth - When you attach an Energy card from your hand to this Pokémon (except with an attack, Ability, or Trainer card), you may attach 2 Energy cards. Recovery - When this Pokémon is healed, double the amount healed.
Those traits listed above (Growth, Recover) are very much Support abilities. They're used to bolster or aid a Pokemon in non-action settings and don't activate on your opponent's turn or during attacks. Alpha traits help you prepare during your turn.
Omega Traits
Barrier - Whenever your opponent plays a Trainer card (excluding Pokémon Tools and Stadium cards), prevent all effects of that card done to this Pokémon. Barrage - This Pokémon may attack twice a turn. (If the first attack Knocks Out your opponent's Active Pokémon, you may attack again after your opponent chooses a new Active Pokémon.)
Those traits listed above (Barrier, Barrage) are very much Action abilities. They're used on the front lines of battles on Pokémon that either attack or be attacked by your opponent. They'd help boost your damage output or reduce the impact of things your opponent does to your Pokemon.
Delta Traits
Evolution - You may play this card from your hand to evolve 1 of your Pokémon even if that Pokémon was put into play this turn or if it's your first turn.
This is based on a Japanese translation so it may be off, plus it's the only trait of its kind so far. I dunno what we should expect (or if we should expect another Delta trait to follow Primal Clash's pattern of 2 per trait type) for Delta traits but so far it points to evolution. I'm milking that in my upcoming fakes to give all sorts of Pokemon a 'mikado organ' from Pokemon ORAS. To go back to the idea of fulfilling RPG system roles, I think Delta traits would be like passive effects. Similar to Alpha traits in that they're indirect/out-of-combat, but with a focus on other things in the game.
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So, what does everyone think of interpreting Ancient Traits this way? Does it make sense? Are the holes to this theory? Anything to add?
You can use this theory to help plan out your custom Ancient Traits - it's what I've been doing lately!
This is actually kind of old news now but Adobe released its entire CS2 Creative Suite for free. They are dated programs but can still produce some good quality stuff. Especially in digital art or for faking.