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Messages - Zerath
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2D & 3D / Crimson Viper
« on: February 24, 2011, 01:00:35 am »
Hiya guys, just something I modelled up. Crimson Viper from Street Fighter 4. Done in Blender.

Here's the mesh:

And here's the texture, it's 128x128:

Pixel Art / Re: Global Game Jam sprites
« on: January 31, 2010, 01:51:06 pm »
Well, the jam is over. This is what we got:

Pixel Art / Re: Global Game Jam sprites
« on: January 30, 2010, 10:49:16 pm »
Thanks for the reply!
I'm sorry that I haven't posted things as I "finish" them, but forums aren't that great for this anyway cause 48h really should be like realtime advice.
Well, I've done some animations, and it's rough. Really rough :P Our game runs, it's playable at the moment but since it should be finished in 14 hours I won't post that WIP file, as the finished is so close. As for graphics, I really just rushed, and there are so many problems with these that it's not even funny :P But we like the game, and we already have our iPhone engine ready and another iPhone project, so we will port this, and that requires working out and finishing these sprites. So I really hope that you help me out here, even though I might not be able to fix them in time for the actual release, but I shall fix them later on, first finished Flash and then later on the iPhone version.

And how the game plays? You are the Awesomeman, a superhero with no superpowers, just cool gadgets like Batman. The theme was deceive, so his inventor deceives him, and some of his gadgets will malfunction as you climb the building. The gadgets are the jetboots, grabbling hook and the gliding cape. Point of the game is to get as far up as you can.

Here's some animations:
running animation, I kinda like how the legs move, but the problem is that the legs are different colour and I'd like to make it looping like, so it kinda switches legs. Also, I think the body needs some movement and where did this guy lose his other arm? What I do like though is the leg "silhouette" and the buttery arm wave :P

Our guy has a jetpack like boost on his legs, and this is how he rolls. The flame is pathetic, and shading etc.

Well... Uhm. Awesomeman can glide with his cape.

And here is a screenshot from the game, the background is crap, we don't even have a real tilesystem ready it's a fake :P Our own epic flash engine is truly epic, so fit for Awesomeman :P

PS. the music&sounds are EPIC

Pixel Art / Global Game Jam sprites
« on: January 29, 2010, 11:45:19 pm »
Greetings from Finland! The global game jam is on, and the plan is to create a game in 48 hours. Our team started up a while ago, and after some design things and other stuff I even started on the main character sprite. I'm not sure yet if I can reveal the theme and our game idea anyway, but I can post my character here. It's pretty rough, and the game will look pretty rough as 1) I'm not that pro 2) 48 hours to all the art in the game is challenging. I just think that every bit of help is nice, and I'll be posting (hopefully) here every once in a while the whole weekend, and you shall play the game in it's whole glory on sunday. Platform is flash, pixel art and retroish music is the thing.

I'd need some advice on the shading, as I find it the hardest part. Also some rough cape animation, I shall make the guy, Awesomeman, doing some movement during the idle animation too.
Here's the start, wish us good luck!

Edit: Sorry, didn't notice the transparent background. Here's with good ol' white background.

2D & 3D / Re: NDS specs for 2D platformer
« on: September 18, 2009, 10:31:17 am »
Actually all the info you need is in the palib link, just look here:
And you actually are limited with colors, as DS has pretty limited amount of VRAM. That site suggests with sticking with 256 colors mostly.
When it comes to developing for DS, the devkit costs around 2000$ if you don't want any fancypants stuff. That includes that magical red box of weirdness and panda developer DSi, I think. You have to be a Nintendo's approved developer before you can even order the devkit, and unless you have a company it might prove little difficult.
I'd say stick to homebrew. If you want to go retail, you will need a publisher. Convince a publisher with a homebrew game. Also it's not THAT painful to port a game from homebrew to actual nintendo DS stuff, especially if you only have a demo.

Also, developing on homebrew is alot easier than with real devkit. I even heard some wild rumours that really big companies use homebrew stuff for testing purposes as it's so much cheaper and easier. By easier I mean adding content you can just drag&drop files, while real devkits require compiling everything into that cartridge.
Hope this answered some of your questions

2D & 3D / Re: Problem
« on: May 29, 2009, 11:01:14 am »
I see a little thing that might save your day, I'm not sure though. Try this out first before everything else :P

If you see nothing, your face normals might be upside down. In that case, select everything (A is the hotkey) and press ctrl+f, and choose "flip normals".
I hope this helps.

2D & 3D / Re: Tutorials?
« on: May 14, 2009, 06:22:58 pm »
In my opinion, go for Blender. Why? Most of all, it's free. You can't any better price than free. Polymodelling doesn't change after all, no matter the software. If you learn how to do simple polymodelling with Blender, you can do with any software (basically you just need to learn where to find all the necessary tools). As for unwrapping, Blender is easy. Just mark the seams and press the magic button, it's mostly there. Also, I'm in love with the "snap to pixels" function in Blender's uv-view.
I also think that pretty many users in this forum use Blender, so you can find help from here. But mostly, it's free. Less trouble for everyone when you use something that is free.

Maybe a simple tutorial should be written in this very forum.

2D & 3D / Re: mother spaceship [mail tale]
« on: March 12, 2009, 02:09:49 pm »
Nice design on the ship, but there are some things I'd like to mention. Since this really is a low spec section, you should optimize that ship a little.
After studying your model I found loads of places where you could cut lots of triangles from this. First of all, delete all triangles that are inside the ship and hidden. For example the inside ends of the angel wings, and inside polies of the "tube" that hold your jets. Also, you really don't need that much polies for the cocpit in my opinion. And I mean in both top view and front view. Your model stands currently at 694 triangles, but you could do this with 500. But if you don't feel like cutting that much just stick with deleting the absolutely no-use ones.

2D & 3D / Re: Crocodingus [iPhone version]
« on: March 02, 2009, 06:43:24 pm »
Hiya, awesome work there. This is rather off-topic, but I'd need some help with Blender. How do you guys get so crisp textures? Do you get the texture filtering off in realtime too? Since I'm really struggling with those at the moment. I'd like to know how you render these, and how to texture the easy way? Your models are rather blocky so I don't think you get any suprises with texturing, but I'm texturing a VW beetle at the moment, and yeah.

Pixel Art / Need help with portrait
« on: January 31, 2009, 01:04:12 am »
Hiya! I'm new here and in pixel art. Or at least new to actually caring how it looks. I'm having huge problems with larger surfaces.
Here's my attempt on my own face. :'(

Don't mind the shirt, hair or EYES yet. I'd like to get that skin in order first.
And here is my sad, sad face.

As you might have noticed, I'm not going the exact realistic way. I'd like to cartoonize this a little.
Comments are welcome, but I'm really after the tips for making good skin and cartoonizing this a little more.

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