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Messages - PixelPiledriver
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General Discussion / Re: C21 - Online
« on: October 30, 2010, 07:17:12 am »
looks cool but i'll never have time to play it.
Programming 3d must be a blast.
Crossproduct of 2 vectors = a normal of both!
But I'm not awesome enough to do something with that yet.

General Discussion / Re: Official Off-Topic Thread
« on: October 20, 2010, 05:49:46 am »
But I think it would be more beneficial to discuss ways to increase activity on the forums rather than being bummed out about it.

A community game project could be interesting. Something "simple" and doable with low production value. And actually put it together not just mockup.

The game could be very loose. No need to put your million dollar ideas and art into it.

We could ignore style matching so that more people would get involved. I've always thought that WarioWare looked nice despite having lots of different styles and mediums of art mixed together. although each game feels coherent within itself compared to all the other games there is a large variety.

Another way to go would be set a very simple style. but that might not appeal to everyone.

Personally I'm not so strict with matching drawing types. Cute things can exist among violent things or vice versa. Just using pallets and number of lighting passes ties things together well enough.

The SMB1 topic seemed to generate a lot of conversation. But the game was Arne's alone. And sometimes its better to do a game by yourself or with a very small team. But It'd be interesting to lump together a game with lots of people. If every post in that topic said "hey this is what I made for the game" and attached something a lot of work would have been generated.

The challenges I foresee in random order:
1. Common Interest - not everyone has the same taste in games and art
2. Huge list of features - everyone will want to provide their own ideas. not a bad thing but good code takes time like anything else
3. Ownership - If I move to Kenya and sell for millions how will you find and sue me? or anyone else?
4. PipeLining - This is always a challenge. organization and communication.
5. Documentation - is great for summarizing a game and listing tasks but who will have rights to edit? everyone? one guy? select few?
6. Foresight - like most things game projects need positive mentality. if that is lost the project is prone to die.

I can volunteer some game programming. Currently I have quite a bit of studying to do. Development would go a little slow. Making a "simple" game is still quite a bit of work.

It's just an idea. I'd hate to rob people of time. I'm extremely busy myself. And I understand why most people don't want to hand out free art. Its very time consuming and mentally expensive to produce. I understand if people have more important things to do like make money and eat food.

General Discussion / Re: A new sprite animating tool in Beta!
« on: October 17, 2010, 06:32:54 pm »
awesome. you're a pro dude. At the moment I have too much homework to test for you. At some point I'll throw a couple characters together.

Questions: My bad if any of these are answered in the videos or website already.

1 .When you add sounds, collision boxes, variables, action points etc., how do you access these values when you export?
2. You supply a file type and instructions for how to integrate into our own game engine?
3. Or you are building a game engine to specifically accompany this tool?
4. Even though its not the focus of your program, does it support exporting a sequence of pngs if i really want to?
5. What language and editor did you write Spriter and the game demo in?
6. In the game demo the trees are also animated in Spriter? they seem to have transform animation. So does Spriter support frame interpolation like in a 3D tool or like tweening in flash? Or they are animated with matrix multiplications outside of Spriter?
7. Are you shooting for the console market or just PC?

Super bad ass dude. The videos are very clear and educational. the game demo is vibrant and fun.
Its cool to make free software but you might also want to consider making millions of dollars.  :)

General Discussion / Re: More than 50 frames?
« on: October 04, 2010, 09:44:11 pm »
Press F1.

The help file will tell you nearly everything you need to know. Some of the English is a little off but it is very clear and readable with lots of pictures (depending on the section, but animation is covered with plenty of graphics).

Read a bit of it each day. Flip between reading and testing. When you are finished with a section apply what you know to an exercise. Make a few pieces of art. Compare them. If you have more time move on to the next section.

Almost every program comes with a help file. Some are very dry and pictureless. Some a very well linked and detailed. But almost all will teach you the tools and concepts to using the program.

Part of being a pro is learning how to learn.  :)

If you're looking for a good personalized "this is how I do it" tutorial I understand. Getting direct answers from a user is generally fast and directed.

GraphicsGale is awesome for animation. It lets you see your animation as you draw it. This will allow you to edit accurately. (other programs might do this as well. Animanitee for DS is the only other I know of. Tell me some if you know. I love to learn software). It does not have an infinitely robust tool set but it is definitely one of my favorite programs to animate in.

Good hotkeys, pre-process, frame building, and comparison are essential. Always keep in mind that aside from creating animation with theory and principles you must also create animation by pushing a series of buttons. Find reasons to push the buttons in different ways. Whether it be more, less, faster, slower, in isolation or in combination.

Check my blog from my profile. I'm not the best artist in the world but I have a clear process of how to make animation in GG. When I get time I will write a tutorial. But currently I have way too much to study. Anyone else with more time should beat me to it.

For now-------->F1

General Discussion / Re: Official Off-Topic Thread
« on: September 19, 2010, 04:56:53 am »
well said.

I think that feeling of playing a game and accomplishing things yourself without sign posts and characters handing out verbal solutions is less common in big production games these days. Part of it is marketing, reaching a wider audience makes more money, and that wider audience includes people that become frustrated without help or don't want to learn and read a visual language that determines success or utter loss. And thats what the old metroid and plenty of other games did. Hints/advice were clearly and sometimes subtly given, but they were in the form of visual words. Its a satisfying experience. The developers expected you to translate and if you couldn't see it at first, try again. if you can't see/read it, go get someone else and maybe they can.

Of course visual communication is still around in every game, but is not the main focus of the experience. Not to say it doesn't exist and can never be. It's more likely to see that type of gaming coming from indie studios. Our school is flooded with a new game design degree and I've had many of the teachers that they will have. If you turn in something like that they will tell you its stupid and unpolished and un-playble by human beings and smack you with a spoon until you agree. I've had similar experiences with ceo's.

No negativity intended. This is not the dark era of games. There is still plenty to learn, experience, and accomplish.

Pixel Art / Re: SMB 1 sprites
« on: September 18, 2010, 05:11:04 am »
awesome  :)
Nice editor
Thanks for the insight. I've returned to school pursuing an RTIS degree. Perhaps in a year or so I'll check out Blitz.
I really appreciate you posting the programming progress as well as the art. The elaboration on your challenges and solutions is also educational. :y:

Pixel Art / Re: SMB 1 sprites
« on: September 17, 2010, 10:01:44 pm »
Could you give some positive comments on why you chose Blitzmax? I know thats a little vague.
The website has lots of information but just some perspective would be educational.

Thanks for the link jad.

Pixel Art / Re: SMB 1 sprites
« on: September 15, 2010, 10:15:49 pm »
cool :)
got a programmer? feel like animating these?
nice spin on the graphics. got any spins on the game play?

General Discussion / Re: Official Off-Topic Thread
« on: September 15, 2010, 06:50:57 am »
I got paid to test Prime trilogy for about 2 months 5 days a week 8 hours a day. This might skew my judgement a bit. As much a I enjoyed it I've found other M to be more entertaining than prime, but in a different manner.

Also I'm able to play the game for free, my girlfriend works at nintendo, so I can understand someone dropping $60 and not getting what they want.

Mostly whether you enjoy something or not is based on expectations so if you thought it would be the most amazing game ever it probly wont.

Ha yah alot of the voice and story is laughable but I somehow have a higher tolerance to that stuff than others. Remember the dialog and voice acting in House of the Dead 2?  :lol:  But it was still a fun game. However I agree it slows the pace of the the game a lot. I liked how Prime started and flowed. And the older metroids (and almost all older games) started even faster and then you just play.

I can understand how people feel. We used to be kids and play a ton of games but as adults we barely have time. So the time we spend on games we want to be perfect. But its at least worth checking out at a friends house.

Pixel Art / Re: Never-ending ownage
« on: September 15, 2010, 01:21:03 am »
Cool stuff.

The characters would benefit from a shadow underneath them. Even if it is just the generic round shadow it will help ground them.

The way its shaped and lit, the Knights package is facing straight at the viewer. Its like its staring at me! :o

I actually enjoy this type of animation. From a programming stand point it makes characters that can have interchangeable parts. From an animation stand point it shaves off a lot of time which is "typically" favorable.

So when does this game release? :)

oh and Pillow Shading is lighting an object as if the light source is emitted from the viewer. It flattens form visually and either is or approaches symmetrical light and shadow patterns. Though it could have some sort of useful application... i geuss... it is usually best to avoid.

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