AuthorTopic: Quantum Core  (Read 20891 times)

Offline Souly

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Re: Quantum Core

Reply #10 on: January 08, 2009, 12:49:46 am
Well the thing that makes the thwomp brick look different me thinks is that it's straight on.
And so it looks more detailed.


Starting to try to do the flap, though the wings look weak. 4 frames.

Offline ndchristie

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Re: Quantum Core

Reply #11 on: January 08, 2009, 12:54:32 am
Well the thing that makes the thwomp brick look different me thinks is that it's straight on.

And I think it's because it's color involves twice as many shades occupying half the area of other examples ^^.

to get them unified to the standard set by the brick : the little monkey and the brick are good buddies.  the big monkey would only need refinement.  the main character would benefit from an extra shade. the robots (?) would need more detail.

not too much of any of these things, they're only just enough off to bother, not enough to need total redrawing.
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Offline Souly

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Re: Quantum Core

Reply #12 on: January 08, 2009, 01:51:22 am

I think I may end up re-doing the wings and even the body.
I didn't really bother using a skeletal frame to animate, bad mistake on my part.
« Last Edit: January 08, 2009, 02:32:29 am by Souly »

Offline CaKsTeR

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Re: Quantum Core

Reply #13 on: January 08, 2009, 02:35:57 am
The wings aren't flapping downwards, which is the problem. They're only rotating at the same angle, if that made sense. Think of how birds flap.

Offline mozzy

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Re: Quantum Core

Reply #14 on: January 08, 2009, 02:37:57 am
This is pretty cool so far, I like the idea too (:
The running animation looks a little odd, I think you should extend his legs out a little further and add a hop too.
I especially love the dragon and the thwomp like thing, good luck and hopefully this gets finished.
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Offline Souly

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Re: Quantum Core

Reply #15 on: January 08, 2009, 03:01:54 am
I'm going to take a brake from the dragon, work on some of the other guys.


Monkey tail action.



Grass test



Trying to figure out the a good way to utilize the 3D world.
Either 2D tiles similar to the grass which would be the angled one, mind you it's a bit hard to read.
Or 3D tiles which the straight ones would be textures for.
2D objects in a 3D world seems kind of silly though, Like then why bother with the 3D if everything but the ground is 2D.
Unless we can use the angled ones in 3D space somehow that could work.
« Last Edit: January 08, 2009, 09:22:46 am by Souly »

Offline Dr D

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Re: Quantum Core

Reply #16 on: January 08, 2009, 09:28:07 am
You could tilt the ground plane down a little bit to face the viewer more, and it would allow you to place those 3D-ish objects and characters on it, without the perspective looking off.

Offline Souly

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Re: Quantum Core

Reply #17 on: January 08, 2009, 09:31:49 am
Well see the world is actually going to be actually 3D so the camera will give the ground that slight tilt.
May just be less of a hassle if I just do textures and apply them to 3D objects.
Rather then making 2D objects seem 3D when they aren't.

Offline PypeBros

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Re: Quantum Core

Reply #18 on: January 08, 2009, 09:42:43 am
altogether, i'd say that you will need working on them a bit more to unify their style. It was really a power of cave-story of having a coherent style for everything (compared to earlier DOS sharewares i've been playing lately such as Xargon and Dr RipTide, for instance). Red eyes in the "square-and-tentacle" monsters and the stomper indeed look "too sophisticated" in their shading, and the bats looks too simple -- maybe too close from Cave Story bats. A remake of the stomper with more stylised teeth might be worth the try.

btw, keep up the good job.

Offline NaCl

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Re: Quantum Core

Reply #19 on: January 08, 2009, 09:47:12 am
With the wing flapping, I would make it flap more from the base of the wing. That's where the power is. Right now only the outside parts are moving. Check out this video of a bat in slow motion for inspiration:

http://pterodactyls.tumblr.com/post/49392498/way-overdue-for-another-slow-motion-bat-video