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Messages - AdamAtomic
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31
General Discussion / Gravity Hook!
« on: September 06, 2008, 01:40:32 am »
Hey guys, I'm basically gonna copy-paste my post from TIGForums because I spent a long time writing it and it says everything I want to say and hear, so...yeah, here it is!



INSTRUCTIONS:
Move the mouse to highlight "nodes".
Click to grapple onto a node.
If you run into an active node you die.
Press 'X' to quit the game, and register your hi score (if you made it into the top 10)

     

NOTES:
I had a few days space in my schedule, so I made a remake of a cool prototype that Arne made a while back called "Gravity Key."  In Gravity Key you used the keyboard keys to climb to the top of the level by "grappling" using a gravity function.  Because it uses gravity, the closer you get to a node, the faster you go.  However (IMO this is the crowning touch in Arne's design) if you get TOO close to the node...you DIE.

It was a really great mechanic, but having to use the keyboard made it....difficult.  So with Arne's permission I made my own gravity grapple game, only powered by mouse clickan.

It's pretty much finished at this point, I just need to get Arne to put up a proper page for Gravity Key that I can link to, reset the high scores so Ptoing no longer dominates 7 out of the top 10 spots :P, and make the md5 key for high score submission a little harder to guess.

I made Gravity Hook using my Flixel framework for AS3 (coming soon!), the Flex Builder plugin for Eclipse, Photoshop 7, Pro Motion 5, SFXR, and Audacity.  Total dev time was around 5 days I think.

PERSONAL NOTES:
I had two goals for this project.  One was to make a skill-based game a la Thrustburst, where there was no lock-and-key progress, just becoming more badass via experience.

The other was to make something that was intentionally and I hope evocatively abstract.  I have been thinking a lot about the games I played and loved when I was younger, and I think the fact that they were FORCED to be abstract by low-powered hardware had a huge impact on me, and what I got out of the experience of playing a game back then is very, very different from what I get out of most new games.  I always loved how Super Metroid told the important part of the story with the title screen graphic, and HATED how Metroid Prime let you scan anything you want just to stuff the screen full of bullshit nobody cares about.

I think Cave Story is a notable recent exception, as is Fez to some extent, and Rescue the Beagles, and Knytt too.  I don't know that I succeeded in the way that those games did, but I tried to only put in things that would trigger the player's imagination, rather than prescribe or overly detail things for them.  This is a new approach for me but it feels more honest or pure or something than force-feeding MY story and MY characters down the player's throat.

Thanks!

32
Pixel Art / Re: [WIP] Don Quichotte
« on: August 31, 2008, 05:19:03 pm »
I definitely prefer the original colors over either of these other ones, they were much more bold and stylish!

33
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 29, 2008, 09:03:04 pm »
Awesome stuff so far guys :D  Just to expand on the whole scrolling issue, the NES could by default do a single screen split (as seen in Megaman 6's sunset area) and in lots of other games too (e.g. the hud in Super Mario Bros).  But you could also do scrolling by having animated tiles, which I think in the case of the multi-layered forest one of you posted would work great.

34
2D & 3D / Re: READ FIRST! - Introduction to the new section
« on: August 28, 2008, 03:36:46 am »
I use Wings3D and Blender for all my low poly models.  Both are free open-source apps.  I think Wings3D is very easy to use, but some people are awfully allergic to its non-interface.  Blender on the other hand has a completely insane interface (though no worse than max or maya).  Wings3D is nice for low poly because its tools are designed around subdivision modeling, which, long story short, means it has a bunch of really amazing tools for blocking out simple shapes very quickly (a la Sketchup - I actually have keyboard hotkeys in Wings to emulate some of Sketchup's functionality).

I've been meaning to do a low poly model tutorial using wings and blender, since they're free, and now that this forum exists I just might have the motivation to do that :D

35
2D & 3D / Re: Lowpoly cars
« on: August 28, 2008, 03:29:12 am »
economical, clean, and readable!  from working on something similar recently, I think it would be good to either not have a blue vehicle or change up the windshield color, the blue-green windshield on the blue van is the only thing that stands out as looking a little unclear or muddy across the bunch.  On my project I opted for a more blue windshield and then did a green vehicle, instead of a blue one I think.

Nice stuff!

36
Pixel Art / Re: Tsu-Moe
« on: August 26, 2008, 07:40:03 pm »
Sweet start!  His pants seem to be selectively tight however.  I think you've either got to bite the bullet and detail his package a bit more, or (what I think would make a stronger comp anyways) pixel a baggier pant.  The way his head is situated seems out of character against the rest of his pose, its a dejection/shame head posture against a more combative, proud body pose, feels out of place to me.  His hoodie strings look too dark and distracting to me.

That said, this is a really nice start, the colors and sense of volume are great so far!

37
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 26, 2008, 07:35:41 pm »
we can't allow ourselves or others the luxury of considering other possibilities

That's not what I said at all.  I said:

Quote
Part of challenging established conventions is realizing that SOME conventions aren't done just because they're easier, they're done because they work better than everything else.

I don't know how else you find that out EXCEPT by exploring them.  Exploration is great, most pixel work that most of us do is the result of trial and error and experimentation, this is not some rare value or motivation only found in specific artists.  However, I don't know how to benefit from exploration and discovery if you don't have a keen enough critical eye to be able to tell what experiments work and what experiments don't.

38
Pixel Art / Re: Female sprite + first try at a walk cycle
« on: August 26, 2008, 07:27:34 pm »
Just popping in to say great progress!  You started with something that was full of classic beginner walkcycle issues and you've advanced on to make something much more naturalistic and believable.  Nice job!

39
Pixel Art / Re: First sprite
« on: August 26, 2008, 07:24:10 pm »
You've got a pretty large character, so its hard to say what would be best.  I (and many others) have found that using a tablet to block out color blobs in an animation program works really well.  You can mess with the timing and basic motion a lot that way, without wasting too much time trying to get the linework just right.

40
Pixel Art / Re: a fakemon
« on: August 26, 2008, 07:19:20 pm »
The fact that you have to explain that much, and that you feel defensive about it, is a good sign that FrostPumpkin is right.  If are want to stick with electric lion tiki mask design, that's fine, but you need to emphasize those facets of the design so that we can understand what it is that you've created!

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