Artist's Corner > DVD Case Covers
TurboGrafx 16/CD - DVD Cover - Orange and Color Coded
<< < (29/53) > >>
Ektophase:
yeah true, I couldn't think of anything to do about it, some games just have short stories, i didn't want to stretch or space the story any bigger because it starts to look inconsistent. (aside from a few percent to get the story to space nicely on the right boarder.
I'm not sure if there is a solution?

speaking of backs, some of these tg games have the worst.. back of the boxes Ive seen, strange crops, bad pictures and picture quality, special feature that aren't special at all. lots of mistakes like devils crush says its has 4 bonus levels instead of 6 and victory run talks about a red car when its blue and white and looks like a Porsche and then on the cover its like a red convertible from the 50s or maybe the future i cant tell if its hovering  ??? ..its bad



here is a fun shot i whipped up with most the recent covers included
BadChad:

--- Quote from: Ektophase on February 26, 2011, 05:17:26 PM ---yeah true, I couldn't think of anything to do about it, some games just have short stories, i didn't want to stretch or space the story any bigger because it starts to look inconsistent.
--- End quote ---

Why not just increase the font size a bit ? Thats what I did with the Neutopia II coved and I thought it looked pretty good. Or you could try increasing the space between lines or break up the paragraph a bit.
Ektophase:
yeah I started to do that before i got to the 3 version when i was messing around with the second version a remade a bunch of covers and tried to get them centered in between the 2 sets of pictures and then increased the font size a little to take up more space without getting too big but when your dealing with 20 covers trying to make them look alike where do you draw the line, just eyeballing it looks good but when your shuffling through 5 covers and one has big font and the other has more space in between them it kinda looks bad imo

like if you adjust a short story with a bigger font in some cases you would have to get it pretty big to take up most of the black and then if you just adjust it a little does it make enough of a difference to sacrifice the consistency of all of them.

so then i just decided to keep it simple and roll with one size and to just start at the top and not center the paragraph, to me it just didn't seem worth it as it and only seemed to look a little bit better but not as consistent. and then I found that most or all of them them look better than they did before this way

its not really a conventional box where every one is different all the shots are in the same spot and same size now

lol messy response, but that was kind of the reasoning i was using and is just my current opinion
BadChad:
Updated all my TG16 covers today and the preview shots in this thread. I re-arranged the backs on all of them to look closer to retail and took new screens for a few of them aswell. Im thinking it might be a good idea to change the back layout of Template BL1 to what I came up with here this way all our covers will be closer to retail. Thats how Im going to be doing the backs for any of my TG16 games that used that layout:

Ektophase:
looks good, your welcome to do what you want with the back layout. I did update some stuff in the tutorial and template fyi, like the location of the rear seal and now the developer is a different size and is aligned to the right.  I'm actually really satisfied with the template layouts I used so I don't want to change them. We could call your layout the 3rd back layout for the template if you want.
Navigation
Message Index
Next page
Previous page

Go to full version