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Messages - tim
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51
General Discussion / Re: The Cyberpunk Jam !
« on: March 05, 2014, 10:10:52 pm »
Fairly solid prototype :
http://www.behindnowhere.com/cyberpunk/cyberpunk.swf



• random sounds (gunshot, footstep, police voice, etc…)
• some kind of dynamic lighting
• character control pretty ok

5 days remaining to make a game with it !

52
General Discussion / Re: The Cyberpunk Jam !
« on: March 05, 2014, 05:37:45 pm »
Some more animations. The prototype is also shaping up nicely, my sound designer buddy is helping me =)


53
General Discussion / The Cyberpunk Jam !
« on: March 02, 2014, 05:05:53 pm »
The theme image :



You have until March 10th to submit your game !
Official page : http://itch.io/jam/cyberpunk-jam

Here is a small concept of mine, matrix vs flashback remix :



Feel free to join and make a very little game for fun !

54
Pixel Art Feature Chest / Re: Night Shop
« on: March 02, 2014, 01:40:05 am »
For people like me that didn't really see the difference,
I made a before / after of your own work :

55
Challenges & Activities / Re: The Daily Sketch
« on: February 28, 2014, 04:45:52 am »
A night full of spleen here.

56
Pixel Art / Re: Puppet/Modular Animation: how when and why?
« on: February 28, 2014, 01:23:52 am »
And yeah, I also wonder if Tim has any ideas on this type of animation. I'm pretty sure this guy makes some use of the "puppet" feature in After Effects at least.

AFTER EFFECTS

Game example : Night in the wood (https://www.kickstarter.com/projects/1307515311/night-in-the-woods)

I know After Effects really well - if not perfectly.
Frankly, the rendering doesn't smell After Effects at all.
I'm still not sure how they made the subtle, beautiful specular lighting on the torso.
Definitely not a frameblending effect given how clean & crisp it looks.

With puppets tools you can use any bitmap & texture and rotate & distort them.
The result can be REALLY awesome.

• The most simple look
https://vimeo.com/82803560

• Complex rigging :
https://vimeo.com/20889371
https://vimeo.com/29643579

• Hardcore rigging  :

(don't even imagine doing that without several years of experience)

• The result :








FLASH

Game example : The Banner Saga (https://vimeo.com/84151111)

So I would say Flash might be the culprit, because of how clean it looks.
Tweening is fairly easy in Flash considering it's all vector.

One of the king is David Besnier to me :

His header is really funny
http://davidbesnier.blogspot.fr/

Here is an awesome interactive piece too :
http://davedonut.deviantart.com/art/Outside-414990460

You can see a more complex piece livestreamed with his incredible workflow here :
http://www.livestream.com/donutshow/video?clipId=pla_5e8029bf-8734-4171-bb87-ee2d9083fbd1&utm_source=lslibrary&utm_medium=ui-thumb

I definitely think this is the best way to make this kind of clean animation.
You can then import your animations into After Effects to composite them in a real environnement with some lighting :


His showreel is definitely worthwile : https://vimeo.com/86098147






PHOTOSHOP


You can also animate frame by frame in Photoshop by duplicating frames / redrawing only needed parts.
Example video in a small company I work for here in Paris :

As usual, the drawings are imported in After Effects for improvements (motion blur, lighting, tinting, etc…)

57
Pixel Art Feature Chest / Re: Night Shop
« on: February 28, 2014, 01:04:06 am »
I agree, even if it has little flaws and could have more consistency in the lighting, overall the piece is working perfectly.

About composition, rather than adding "easy stuff" like fireflies, you have to think about a backstory : how do they bring water here ? maybe they have a water tank ? or a river ? If people come with horses, where do they tie their horses ? Is there a road in front of the house ? Is there a backdoor ? What is the surrounding view ? From where come the sunlight in the morning ? the evening ? Where do they stock their food ? Is there a cave ? How do they heat the place ? Fireplace ? Then they need to stock dry wood.

Think also about utility objects like a weather cock, a wheelbarrow, etc… And try to make sense ! For instance the hanging light on the tree seems too high to be reachable by a human, so they have to use a ladder to light it ? Then put the ladder near. If there are a tree, there must be some dead leaves on the ground. Dead leaves means a rake or a pitchfork nearby to gather them and reuse them ! etc etc…

58
Pixel Art Feature Chest / Re: Night Shop
« on: February 27, 2014, 01:08:15 am »
I just want to say that it looks fabulous. The lighting especially. It seems like a nice place with a nice atmosphere. Awesome !

59
Oh yes of course feel free to join me ! The goal of this subsection is to help artists & gamedev to express themselves & gather feedback while their project is not yet ready for the public (but ready for criticism from the expert eyes of pixelation) !

60
Oh thank you Crow.
I won't disappoint, give me a few days.

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