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Messages - Noiprox
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Pixel Art Feature Chest / Re: Dwarf Fortress Platformer Mockup
« on: June 21, 2011, 06:38:37 pm »
Aww this is great! What a compelling vision of dwarf fortress you have created.

As for critique, although I am not an expert I would agree with Stratto that some things aren't immediately clear. Perhaps if there were more contrast between the background and the sprites they would "pop" out more.

Anyway keep up the good work! I'd love to see the other scenes you are planning.

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True enough, I did overstate the weight a little. Even so a sword that size would be heavy and take some effort to swing around.
I like the tech demo a lot. It resembles Castlevania a little bit, which is great since that series is awesome. I can't wait to see it get fleshed out into a full game.
Well done!

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Way to go, these look good!

My main criticism would be about the way your character handles his sword. I don't know if you have ever used a longsword before but it is quite heavy, typically they weigh about 4-5kg (8-10lbs). So I must agree with what others have said, the attack needs to have more follow through. A short lead-in animation is good although in martial arts you generally train to minimize the lead-in time. The thing is it is really hard to stop a heavy piece of metal swinging at full speed in front of you at arm's length. Instead what happens when you swing is the sword completes the arc and slashes over the surface of your enemy's body as you go. It never abruptly stops unless perhaps you hit bone, and even then it's more likely that the enemy would be knocked down than that your sword would just instantly stop.

Also when you are running with a heavy bar of steel in your hand you probably won't swing it back and forth in a wide arc like that with each step because you would get fatigued. Just pick up in one hand anything that weighs 5kg, run around and you will see what I mean. Instead people tend to keep the sword relatively still and move the other arm a little more to compensate for the imbalance. You would also never hold a sword in your outstretched arm behind you, because you cannot generate any power there, it leaves your body completely exposed and takes a long time to swing from there to your target in front of you. Neutral stance with a sword is with your back straight, shoulders square and sword held so that your point is aimed directly at their throat (or their heart if they are much taller than you).

Anyway that's just my 2c. This game looks like fun! Keep up the good work. :)

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Pixel Art / Re: Kenneth Fejer Inspired 3D Pixel Ship
« on: March 09, 2007, 01:06:43 pm »
Actually Wings3D just has a straightforward implementation of Least-Squares Conformal Maps for its AutoUV feature. Blender indeed supports LSCM's, but defaults to a variant of Angle-Based Flattening called ABF++, which is state-of-the-art as of 2005 (incidentally that research was done by one of my profs :D). So Blender is far ahead of Wings3D in this feature set. That said, Wings3D has its virtues. It has great workflow, which may make it more efficient for tasks that do not require the full power of Blender, or for modelling and then exporting to Blender to finish the job.

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Pixel Art / Re: Kenneth Fejer Inspired 3D Pixel Ship
« on: March 09, 2007, 03:42:20 am »

Anim8or is surprisingly powerful for how small it is and for having only a single developer, but it lacks character animation, UV texturing, advanced rendering, sophisticated modeling tools, etc. I found it less attractive an option than the others.

Actually Anim8or does have all of those things, in fact they're pretty hard to miss. The only truth to your description would be the slight lack of advanced rendering, since it only has ray-tracing for soft shadows but I, and many others, have managed to get photo-realistic renders out of it. Two of it's core features are character animation and UV texturing, and it's modeling tools are quite far reaching.

My bad! Rather than getting embroiled in an off-topic argument, I will just concede that I overlooked the character animation and UV texturing features of Anim8or. My statements about modeling and rendering were my opinion of what it has rather than assertions about particular features it may be lacking. It is a remarkable piece of free software, just perhaps not my cup of tea. I'm sure it could serve admirably for this purpose, provided one invests the effort in becoming an expert with it.

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Pixel Art / Re: Kenneth Fejer Inspired 3D Pixel Ship
« on: March 06, 2007, 10:10:38 am »
First of all, that is freaking awesome. :crazy:

Blender is very powerful and free and awesome. It can do texturing, animation and rendering plenty well enough for the purposes of this kind of art, I would say. In fact it has a built-in 3D game engine which allows you to make very cool little games with your models, a bit like a sort of 3D version of Adobe Flash. It does have a slight learning curve, but there is excellent documentation available, including a very nice printed book (albeit about a slightly older version of Blender, but it is very cheap) if you are so inclined. The community is also very helpful.

Wings3D is excellent at what it does, which is winged-edge modeling. It does not do texturing, animation or rendering very well at all. It has basic UV texturing functionality, which would perhaps be adequate for a simple model of a hundred polygons or so, but it's quite a pain even then compared to Blender (IMHO). I would suggest to use Wings3D as a modeller for its workflow and intuitive interface, and then to export your finished model to Blender, and to texture, animate and render it there.

Milkshape3D is commercial but quite nice. It still does not match the feature set of Blender by a long shot, but it has the advantage of supporting every game file format under the Sun. It has its roots in the early modding community of Quake2 when there was no inexpensive tool available for this purpose. Although it does support UV texturing and basic bones animation, it does so in a clumsy way and does not support rendering at all. I own a copy of the full version, mainly for converting between mesh file formats.

Anim8or is surprisingly powerful for how small it is and for having only a single developer, but it lacks character animation, UV texturing, advanced rendering, sophisticated modeling tools, etc. I found it less attractive an option than the others.

If there is a lot of interest, I could see if I can find the time to throw together a visual tutorial for using Blender to make, texture and animate a simple model like this. I am not much of an artist myself, though. If someone who is would like to collaborate with me on that, perhaps by supplying a model and texture, or granting me permission to use their work in a tutorial, or something, that would be a big help for me. Any takers?

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General Discussion / Re: Biology is very strange yet mechanical
« on: October 25, 2006, 01:21:11 am »
Millions of chemical reactions are continuously happening inside every human body at all times, of which scientists only know relatively few, and even fewer are understood.

Also, quantum mechanics is neither ad hoc nor wild speculation. At least not much more so than other Science is. It is just that it happens far enough outside our intuition that it seems strange to us. That and our best models of them are statistical because reality at such a low level is nondeterministic. The experimental method is breaking down there because it is becoming increasingly difficult to conduct reliable experiments.

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