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well we like to release 100% finished skins thats all.. hell.. i'd have my current skin out already if it wasnt for me wanting to skin every part of msn messenger possible, not just the usualy bits people skin. theunknown and i like to put the extra effort and time into our skins to give them that polished look. plus we have other projects we are working on. we want to put out quality not quantity :) This skin of mine will be the most work i have ever put into a skin and i expect people to notice the difference with it :) I assure you when we make this trojan skin you can expect the same quality as wave 11 and then some :)

well we like to release 100% finished skins thats all.. hell.. i'd have my current skin out already if it wasnt for me wanting to skin every part of msn messenger possible, not just the usualy bits people skin.  theunknown and i like to put the extra effort and time into our skins to give them that polished look.  plus we have other projects we are working on.  we want to put out quality not quantity :)  This skin of mine will be the most work i have ever put into a skin and i expect people to notice the difference with it :)  I assure you when we make this trojan skin you can expect the same quality as wave 11 and then some :)

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Ooh. What are you working on? [screenshots?] :D

i'm not sure if i'll preview it yet.. because then that leads to people asking when it will be out.. and then i give them an estimate and then if something comes up like a bug i havent seen b4 then they all complain cause its not out, lol. If all goes well it will be completed this week however release date is unknown because i have to do 5 colour versions and let a couple of my testers do a check for bugs.

This is about as big a teaser as im willing to give now.. :) i'm at work now so i couldnt show you much more if i awnted too.. just lucky i have an old WIP screen in my email i sent to myself so i cut this bit out.

post-31002-1117434872.png

i'm not sure if i'll preview it yet.. because then that leads to people asking when it will be out.. and then i give them an estimate and then if something comes up like a bug i havent seen b4 then they all complain cause its not out, lol.  If all goes well it will be completed this week however release date is unknown because i have to do 5 colour versions and let a couple of my testers do a check for bugs.

This is about as big a teaser as im willing to give now.. :) i'm at work now so i couldnt show you much more if i awnted too.. just lucky i have an old WIP screen in my email i sent to myself so i cut this bit out.

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OMG! :blink: That's amazing! It looks wonderful

When's it coming out?! :D ... I know I just had to do it.. I'm sorry :pinch: *goes and stands in the corner*

pretty useless post.. anyway theunknown and i pretty much have a little policy that we dont preview our skins.. we just make em and release them when they are done.. since i was requested this was all i felt like sharing.

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good policy (Y) but the outcome is important if the skin is good then it will be very popular but if the skin is bad it will go down big time :)

one thing i have noticed about skins.. you make something that is easy on the eyes and can fit with styles people use and you do it well, the means complete then it will do well. A problem is many of the skins that fly out have been done in just a couple of days and not enough time and effort put into them. I know there will be people that dont like my skin. but from those that i have shown they like it. No skin can please everyone but if skinners want their skins to do well they must put the effort in.

To be honest.. i expect a future skin im going to work on after trojans design to be more successful then my current one. This being because when theunknown saw my skin he got inspired to implement backgrounds into wave 11 and the effect is there are similarities. no doubt because we work together that was always going to happen but prior to that this was still quite a different skin. The other skin im going to do will see some changes to layout and should please many.

Now i do have a question for the people out there.. is any1 skilled at doing bitmaps in 16x16 with magic pink. The usualy tricks to make transparent bitmaps dont work with msn. you have to make each pixel a solid colour. I'm struggling to think of a good icon for this skin and make the bitmap look good. If some1 reading this is good with this i would appreciate a PM :)

  • 3 weeks later...

Alright, people... I have a new account now, under the name Enviar. In retrospect, I should have posted this under the name 'Trojan', but I already scrapped the acount so I'm doing it now. I kind of wish you could just change your username, but whatever.

P.-S. Just to clarify... I am Trojan, on a new account. Thanks.

ok I updated the Contact list (fixed buttons updated the song announce and so on)

and I added a conversation window mx2 was a good sport  :happy:

there will be one more screen shot after this before I start making the actual theme (I may redo the icons I'm not sure)

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Did not think I would ever reply to this thread again :rofl:

Anyway if anyone still likes this Milk mockup I made I plan to port it to Nova Messenger eventually once we reach RC2.

Alright, people... I have a new account now, under the name Enviar. In retrospect, I should have posted this under the name 'Trojan', but I already scrapped the acount so I'm doing it now. I kind of wish you could just change your username, but whatever.

P.-S. Just to clarify... I am Trojan, on a new account. Thanks.

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You can, multiple accounts are not allowed.

Kthxbye :rofl:

Okay, after reading this friggin 30 something page long thread, I've quoted MOST of the mockups. I am wondering if ANY of these have became any skins, and if not is ANYONE planning on dev any of thses?

Well, I know there was a forum somewhere where you could post your MSN Messenger mockups, but I couldn't find it... so I thought I'd just share mine with you. This design just popped into my head, and took me about 3 hours to successfully create. Most of the graphics are based on Longhorn screenshots, but some are just from XP. Messenger 7 looks really cool, but this is better. :yes:

Enjoy!

P.S. This is just a MOCKUP, an image created in Photoshop. I haven't actually coded anything.

Yet. :ninja:

q7pscreenshot.jpg

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Awesome skin, whats the status of this? Making it a MSN Skin or what?

Here is my design:

585214654[/snapback]

Awesome skin, whats the status of this? Making it a MSN Skin or what?

Here's another idea... I think most of it should be possible. I call it "Element" with fire, water, and grass colour themes. What do you guys think?

mockup0027cv.jpg

585262003[/snapback]

Awesome skin, whats the status of this? Making it a MSN Skin or what?

White version:

mockup002white9ha.jpg

585262117[/snapback]

Awesome skin, whats the status of this? Making it a MSN Skin or what?

My humble attempt at a concept... seeing as I was bored and everyone else was doin it ;)

585357788[/snapback]

Awesome skin, whats the status of this? Making it a MSN Skin or what?

I know i have already posted this but here is my concept

msnconcept3cs.jpg

585492153[/snapback]

Awesome skin, whats the status of this? Making it a MSN Skin or what?

I think this might be a challenge, but it sure is darn purdy. My third concept so far...

And very nice work, Godspeed. Nice and simplistic!

concept37xv.th.jpg

585529901[/snapback]

Awesome skin, whats the status of this? Making it a MSN Skin or what?

I got in the spirit and spent a little time in Photoshop.

This is what I came up with Milk (the theme for OS X which became a port to Windows) on MSN Messenger. I mite turn this into a real theme (I have made themes for MSN builds before) lets see how it goes eh?. This is Alpha Photoshop Concept everything you see can be changed / modified to your liking.

ps here is a link to the Milk theme for Mac OS X.

585530846[/snapback]

Awesome skin, whats the status of this? Making it a MSN Skin or what?

My latest work (60 % completed)

Royal Inspirat edition

rdmessenger0ba.jpg

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Awesome skin, whats the status of this? Making it a MSN Skin or what?

Yey, done the contact list again :)

Dosen't look as good as last time but i' gonna work on it some more :happy:

preview.jpg

585547286[/snapback]

Awesome skin, whats the status of this? Making it a MSN Skin or what?

I made a concept and here it is.

msnconcept-final.gif

Comments welcome.

585922519[/snapback]

Awesome skin, whats the status of this? Making it a MSN Skin or what?

Here's my newest... virtually impossible. Anyone up for a challenge? :p

We'll see... :ninja:

glassmsnmockup19kt.gif

585923666[/snapback]

Awesome skin, whats the status of this? Making it a MSN Skin or what?

I have spoken to RDD about this Trojan and i will make this skin. RDD designed a chat window to go with this and everything he designed can be done. This CL can also be done as long as it has the solid colour behind it.

I will make this with colour variations just like theunknown did with wave11. I'm wanting to get in contact with you but RDD said you wouldnt be around till next weekend.

Possibly RDD has showed you a preview of the skin he designed that i have nearly completed. If not i will show you ove msn messenger Trojan. i dont want the public to see it until its final. which could be a matter of 1 or 2 weeks.

If your skin as the same chat window design as what RDD showed me to match it then i can have this skin done pretty quickly because much of it is layed out similar to the skin i have already made.

This skin can definately be done.

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Any updates on that???

Edited by Mess.be Fanatic

I did actually start those crazy water colour ones

I started afew, but then got way too busy to finish them, a nice fella called Jaymach has actually updated trojans xenon concept and the gmess skin to work with with the present msn build, the rest will probably not be finished :p

http://enigma-penguin.net/images/632.PNG <-gmess

http://enigma-penguin.info/files/Dev.PNG <- some stupid totally white thing I did

http://enigma-penguin.net/images/Fire_red.PNG <- the watercolour one

http://enigma-penguin.info/skin.png <- trojans original one

Creds to Fizical and the-unknown for doing great work on some of the concepts I've looked through this thread, you guys do great work. Every skin here is doable to a degree, but it takes skill like these guys have to do it, (Y) nicely done guys.

First of all thanks enigma for the kind words, i know your over on the mac and if you had limited time to use a computer i wouldnt be on a PC either.

I have a new iMac myself and i hate using windows but i enjoy making skins so i make the time for it :)

rdmessenger0ba.jpg

completed except different icons used because microsoft asked enhanced not to use those ones.

you can find it at my site (and theunknowns as its the same :p)

http://www.afizicalprence.com

my.php?loc=img169ℑ=concept37xv.jpg

Back when msn 7 was in beta i had made this. however because icons werent allowed to be used i stopped it. the icons are really what made this skin but dont worry we have some nice skins comming out in the next month or so :)

glassmsnmockup19kt.gif

Expect this skin on the comming weekend. we are really pushing to get it done, its about 90% done but its the small bits that are a pain to complete that we gotta work on now. will come in many many many colours just like wave11 did. We are calling it Wave 11 : Glass, well atleast thats the current name :)

As for future mockups.. they can be submitted to my email if you would like them made, however keep in mind only those designs that stand out above the rest will be made. and ofcourse there is another skin to be made b4 any others.

email me at [email protected]

Thanks for the update Fizical ;).

Enigma, were can you download the following (I believe you said they were updated?)?

http://enigma-penguin.net/images/Fire_red.PNG

http://enigma-penguin.info/files/Dev.PNG

http://enigma-penguin.info/skin.png

Heh... I'll keep you guys workin' forever.

Alright. Newest concept which I'm SURE people will love, based on the newer builds of MS Longhorn. If I had my way, you would be able to make the search bar use google, or search your computer... and the little "I" button would toggle the search bar on and off. I have concepts in orange, purple and green, too. I'm only showing the grey and blue though. Here you are:

blue2me.jpggrey7kk.jpg

alert9bx.jpg

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    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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