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Messages - ptoing
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General Discussion / Re: The Alex Marsh Campaign.
« on: August 17, 2005, 11:07:03 pm »
So what are your actual plans when you will be voted for, like what will you do for the members? Apart from posting more senseless stuff.

Lying down = 1 frame per direction = 8 frames
Standing = 1 frame per direction = 8 frames (unless you want some idle animation)
Walking = 8 frames per direction = 64 frames
Running = 8 frames per direction = 64 frames
Ready for battle (Idle battle stance) = 4 frames per direction = 32 frames
Attack (Sweeping, left to right, or other way, doesent matter) = 6 frames per direction = 48 frames
Attack (Cleaving, hands behind head holding weapon, cleave down head to toe on enemy) = 6 frames per direction = 48 frames
Attack (Thrusting, spear, thrust forward) = 6 frame per direction = 48 frames
Casting magic 1 = 6 frames per direction = 48 frames
Casting magic 2 (Needs two different animations) = 6 frames per direction x2 = 96 frames
Dying = 6 frames per direction = 48 frames (I think you could just go with a frontal death no matter what direction)

OK, this would be 502 frames of animation. (and this is just a rough estimate, as you might want to have more elaborate attack and/ or magic or dying anims)

Now lets multiply this by 14 for the races = 7028 frames of animation.

For a single artist this would take ages. My personal record is about 500 frames of animation in 5 weeks, working 5-6 days a week 8-9 hours a day (yes, i work fulltime as a game artist).

If i was to take this job i would want to have proper payment it would end up in a 5 digit sum.
Also after this you still have to have someone who has to put clothes on them, I guess you want them as sprite overlays, but they still have to be animated and then you are quickly somewhere around 100000 frames of animation. YAY!

My suggestion would be, get someone who is good in 3d and then make hipoly 3d models of those 14 chars which can then be animated and rendered.
So you will end up with something like Diablo in terms of looks. This would be much faster, but still a mayor job.

I have no clue why there are so many indie developers doing (or trying to do) mmorpgs. mmorpgs are about as complicated as it gets in almost every aspect.
Also i guess at some point you need creatures, as just having 14 races and no creatures to hunt, monsters to fight or big dragons to slay, would be a bit boring.

I wish you all the best, but as far as i know there is not one single mmorpg which has been developed without proper funding. And that's not because nobody tried. They take huge teams several years and a massive amount of funding to get done.

And don't think just because something is sprites makes it easier to do than 3d. With this amount of animation it is not.

Anyway, good luck, just wanted to put things into perspective.

General Discussion / Re: Happy Birthday Tsugumo!!!
« on: August 16, 2005, 04:52:34 pm »


Challenges & Activities / Re: The Retro RPG Challenge 1
« on: August 15, 2005, 12:56:58 pm »
New -- Old

I kinda like this one better, less cluttered. Will do more this evening.

Challenges & Activities / Re: The Retro RPG Challenge 1
« on: August 15, 2005, 12:35:52 am »

rough draft, will prolly change some stuff tomorrow. off to bed now!

Pixel Art / Re: PLUG IT!
« on: August 14, 2005, 08:16:01 pm »
Just because of you Helm!!!! >:o

I tried dithering in the bg before, but i did not like it.


Challenges & Activities / Re: The Retro RPG Challenge 1
« on: August 13, 2005, 04:22:15 am »



Too much ass for one day. Maybe I'll make proper tiles for this soon. I hate tiling, and it's too much work.

btw. is that a gay reference? caves.. assclimber... ahahaha. sure does sound like it :D

Pixel Art / PLUG IT! (updated)
« on: August 13, 2005, 03:14:42 am »
New C64 pic i started quite a while ago and now finished in the last 3 days.

And a progress animation.

C&C welcome

Challenges & Activities / Re: The Retro RPG Challenge 1
« on: August 13, 2005, 02:34:41 am »
technically the sprites have too many colours, and if you go by strict gbc specs you can not overlay tiles. only one bglayer.

Challenges & Activities / Re: The Retro RPG Challenge 1
« on: August 12, 2005, 06:30:52 pm »
OK, i dug up some more information about gbc stuff.

in the 56 colour mode you actually have 64 colours, but 8 are always transparency colours D:

You basically have 2 sets of 8 4-colour palettes. One for the background and one for the sprites.

If you look at the pic above you can see that the 2 tiles have actually the same yellow in them, but they are using 2 different palettes. That's how stuff works on gbc.
You can't just assign 32 bg colours and use any 4 on any tile. Same goes for sprites (I was lazy and did not do 8 palettes as you can see :P)

But basically you can have more than 32 colours on screen if using sprites as well and having clever palettes. But in most cases it would be hard having palettes with completely different colours.

Also the bitdepth is 15bit, with 5 bit per channel. I don't know any other pixelprogramm than promotion that can do that in fact. So most people prolly can neglect this for this challenge.

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