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Messages - AnnIshman
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11
Pixel Art / Re: Sunset Ocean
« on: March 04, 2011, 05:41:31 am »
The color choices could probably do with some explanation. The exercise was about using a limited set of colors and not so much about choosing said colors so I did a very scientific process of opening a color index book to a random page and choosing a color set. I wanted to go a different route from using the more common palettes from hardware of yonder age.

The point being the colors are locked, now what can you do with them? Color tweak suggestions are welcome if deemed necessary, but it is not really what I was focusing on accomplishing. Thanks!

12
Pixel Art / Sunset Ocean
« on: March 03, 2011, 07:49:10 pm »


I understand this is borderline pixel art. I assure you much time has been spent zoomed 10000% fiddling pixels. The purpose of this is an exercise in color and working with limited palettes. I think that part is a success although I admit I went for the easiest scene working with these four colors.

Some things in particular I'd like to get some crit on is there are many places in the wave-swirl-bulbs that the line weight and pixel clumps looks a bit meh. After lots of pixel pushing I gave some AA a go but with this palette I could not make it work. I have a love/hate relationship with the wave-bulbs themselves. Sometimes it feels like they work and sometimes it feels like a bunch of line swirls that don't represent waves at all.

The clouds and sky I am happy with, but any comments are welcome.

13
General Discussion / Re: Cosmigo Pro Motion tips?
« on: February 08, 2011, 11:17:22 pm »
Helm's suggestion gave me an idea and rather than derail this topic anymore with all this I created a new post.

14
General Discussion / Pro Motion Shortcuts
« on: February 08, 2011, 11:17:08 pm »
Spawned from discussions in this thread I threw together a little pop-up type app inspired by how intellisense works in code editors. It is early and bare bones, but I think it is the right way to go. I'll remove the little launcher window in the end. I wanted to make it really easy to test and shut down which is why it is there. I'd like to add the ability to easily modify, hide, add, etc.

If you really want to get crazy you can add a hide property and set the value to true manually in the XML file. I'll make an easier option later.

Give it a go and let me know what you think.


15
General Discussion / Re: Cosmigo Pro Motion tips?
« on: February 06, 2011, 11:24:21 pm »
Did some more cleaning. The tricky part here is the point of this is to make it easier to track down the more obscure shortcuts that are not used often enough to commit to memory. If you leave the criteria as simple as that then the list is so long it nearly defeats the purpose. I think a reasonable goal is a beginner's list that when printed takes no more than a legal sized sheet of paper and an advanced list that trims the fat. The final size of the advanced list I am still debating. I was hoping small enough to tape to a monitor. I don't know if that will be possible.

First on the chopping block for the advanced list, imo, are the tools and brush shortcuts or at least the bulk of them. If you have not hit comma 5,000 times then you have not leveled up enough for the advanced list.

16
General Discussion / Re: Cosmigo Pro Motion tips?
« on: January 29, 2011, 06:05:16 pm »
Do it, I say.

OK. Ok.

Here is the shortcut list from the help.

Shortcut List

I believe the first step is to trim down to the most useful commands. Multiple sheets may be necessary (novice, advanced, etc). I've started to trim them down, but opinions on what should be removed/kept would be nice to hear.

I took a stab at using icons, but I think there will be some commands that will be very difficult to communicate with an 8x8-ish icon. I made it white background figuring it would be nice to be able to print it and not eat a bunch of ink. I don't know if I would say this is the step in the right direction, but it certainly is a step.


17
General Discussion / Re: Cosmigo Pro Motion tips?
« on: January 27, 2011, 02:59:08 am »
I've been using alt+n to pan (esc to exit) which was awkward. Shift+alt is way better.

I wrote myself a little cheat sheet of commands from watching the videos and reading the help or whatever else I've picked up of some of the useful stuff that I don't use enough for it to stick in my head. It'd be nice to put something a little less scrawled on note paper, and a little more clean, neat and easy to read. Maybe I'll throw something together at some point unless some such thing already exists? Somewhere?

18
General Discussion / Re: Goblins Of The Game Industry
« on: December 28, 2010, 02:51:27 pm »
The first little goblin is one I like to call "we don't need a contract." This is the first
and most fatal mistake for most development teams.

I realize I am coming into this 5 years late, but I disagree with this notion that we must turtle ourselves with a wall of legal protection. An example to counter this mentality is a successful music label who does not use contracts for any bands that they work with. I am referring to Dischord Records. As is stated in their About section:

Quote
"We work with bands through a rather organic process. We do not work with contracts so our relationship with our bands is based on friendship and trust."

They have been around since the 80's, worked with dozens of bands, run tours all around the world many times over. No contracts.

I am also a fan of small, personal development environments where the person/people you are working with is a relationship, and like a relationship you are constantly working at it and at some unfortunate point it may be time to end that relationship. If that break up is violent and someone wants to maliciously go after myself, or someone else on the team, my reaction would not be to figure out how I can wear a suit of armor for all future endeavors. I would look at why things ended so badly? Was there something I did or did not do that could have prevented it?

Maybe I am just a stinking hippy, though.

19
General Discussion / Re: PixelLOD
« on: December 27, 2010, 05:42:44 pm »
That seems like a bit of fantastical wizardry. I'd like to check it out, but I am hesitant to install another art app. I get a good feel for how it works watching the videos. I am curious how it will hold up to complex pixel art, as the blue block is about as simple as it gets.

However, it is a front end for this library. It would be pretty great to implement this as a plugin for Promotion. It would also be trivial to leverage it in my code. Lots of things to consider with this, thanks for bringing it to my attention.

Edit:
Liquid Rescale Lib: Defeated
Promotion Plugins: Defeated
MFC: Defeated
Getting Promotion image data to play nicely with what Liquid Rescale wants: al..most.. defeated.. kind of.

One minor downside is there does not seem to be a way to resize a frame from a plugin for promo so it will have to create a new frame rather than resize the one you are currently working in. I also considered turning the resized frame into a brush, but it doesn't seem like you can do that either. You can create the new frame, make a brush, then delete the new frame easily enough.

20
General Discussion / Re: PixelLOD
« on: December 26, 2010, 04:18:39 pm »
The key thing here is that although even scales of 8x8, 16x16, etc... are being used for the mipmaps, when you zoom in and out what you are seeing are linear transitions of 32x32, 31x31, 30x30, so on. This is the real tricky part where we don't want to draw dozens of scale levels for each step as that would mean each asset could turn into thousands of images when you factor in things like animations. It is also debatable of whether having this much control over each step is really beneficial.

The practical uses for this is also something I will be exploring in future posts. I am very interested in anything even remotely similar as it is not a subject I have found much info on when it comes specifically to pixel art. Hence my post with hopefully a group of people who are equally curious about exploring it.   :)

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