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361
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Community / Jams & Events / Re: A MAZE. / Berlin 2014: April 9-11
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on: April 14, 2014, 09:00:48 AM
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Yeah I would honestly consider a TIGS badge/button/whatever to clip onto my bag for events like GDC and AMAZE; a tshirt would work but really only for one day abroad before it started to stink!
We're definitely planning on doing AMAZE again and more euro trips in general - probably more after I've moved over there though, I've literally only just got back to Australia after leaving on Sunday!
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362
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Developer / Art / Re: Spriter vs Puppet2D
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on: April 12, 2014, 11:25:31 PM
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Fwiw I really dislike puppet2d due to all the massive usability issues (no undo or undo leaving the world in a broken state, graphics scales based on characters with sizes in the 100s, mesh deformation and weight tweaking not working regardless of following the tutorial video to the letter, etc). I'm slowly forming the opinion that 99% of unity plugins are absolute cancer, and the rest of them are just for asset creation and don't participate at runtime (shader forge)
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363
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Developer / Art / Re: show us some of your pixel work
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on: April 12, 2014, 11:22:34 PM
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Surt: really nice stuff. Loving the grass in particular.
unseven: I can get into this. They all look a little bit idle-dancey but it doesn't seem out of place on them. Nice shading too.
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364
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Community / Jams & Events / Re: A MAZE. / Berlin 2014: April 9-11
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on: April 12, 2014, 10:20:09 PM
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Big apologies to Tobias W for us missing out the jam, we had no wifi on the train and only got into the office at 850pm I'm afraid! Hope everyone who went had a fantastic time and nice pizza ;^)
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365
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Community / Jams & Events / Re: A MAZE. / Berlin 2014: April 9-11
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on: April 10, 2014, 10:59:52 PM
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Was really interesting showing KAG, Shiprekt and Transmigration on the expo floor yesterday; got the opportunity and went for it, quite fun seeing what parts of learning the game grate and what parts people get right away; was cool seeing that some people were familiar with it already too, at least from videos. Anyone else without a reserved space but with a laptop with VGA out should consider hanging out near those screens in case one frees up  Was cool meeting a handful of people after the talks yesterday (over falafel and haloumi) but I feel like we're certainly not going to be able to meet everyone, haha - we'll just have to come back another time for the ones we missed! Unsure if we'll make it to the game jam, as we need to be getting trains and planes back to reality that afternoon; we'll see though.
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366
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Developer / Creative / Re: So what are you working on?
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on: April 03, 2014, 09:02:01 PM
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Yay, much better. The increased gravity (reduced front pressure?) on the breasts is better too. Not gonna continue to complain about the impractical fashion choices, haha. Loving the palette.
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367
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: April 03, 2014, 04:09:57 PM
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Or, more appropriately; I hope you and your family were as unaffected as possible in the earthquakes, and that's quite a cool set of qualifications. Welcome. Welcome to all above, will be nice getting to know you. Thanks especially to those with pictures, always nice to put faces to names 
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368
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Developer / Creative / Re: So what are you working on?
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on: April 03, 2014, 02:07:36 AM
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Her right (picture left) leg is still withered. Compare the angle of the bottom of the skirt with the angle of the knee and feet. Detailing in general is looking good, hate the tiny beret. Confused about the collar on these jackets.
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369
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Developer / Technical / Re: Deadlines
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on: April 01, 2014, 07:52:21 PM
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We have lots; sometimes we meet them, sometimes we don't. Sometimes they're important, like a date to ship the game on steam, sometimes they're not, like the date to ship an example mod for the community.
You should always have them so you have something to shoot for. If you can't estimate how long the task should take (perhaps vs how long it will ;^) ) then that's a skill you should be developing.
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370
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Developer / Technical / Re: The happy programmer room
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on: April 01, 2014, 07:51:39 PM
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Reading up on MPI currently for uni. Peter Pacheco's guide just made me smile; paraphrasing "Like the std lib, most MPI funcs return error codes. Like most C programmers, we'll ignore them".
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371
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Developer / Art / Re: 3D thread
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on: April 01, 2014, 04:02:53 PM
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Haha, just having fun. I'll do something more cohesive when I get the time for it but I've got a heap of other work at the moment. Been trying to "ship" this damn mod example for almost a week straight now, we keep testing it and finding more issues.
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373
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: April 01, 2014, 03:10:21 AM
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Yeah I find that with low colour count actors it's all about lighting, since everything else is basically lost, your characters (and items) there are a bit flat and low contrast, and really blend into the background; the shading when they're alone is pretty solid but in noisy context they fall short of your usual quality bar :^)
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375
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Developer / Art / Re: 3D thread
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on: April 01, 2014, 01:04:45 AM
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@Cell: not sure if liking these abstract 3d things, though it's good to see you continuing to branch out. @Rilem: Those legs would animate p badly afaik but as Gimmy says the silhouette is great.  Seems like all I have time for other than work art is this kinda stuff. Still fun; half the time went into arranging and fiddling with light, haha. Going a little lower-fi than last time, 2 hours total. 486 tris per rock. 256/128/64 gradnormspec/detail/gradient w/ custom shader. No post. ZBrush, Blender, Photoshop, UVLayout, NDo2, Unity.
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376
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Developer / Art / Re: Easier way to do pixel art?
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on: March 30, 2014, 03:06:24 AM
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Photoshop for the initial art, gale for the animation for me. Would really like to give promotion a go, heard and seen some sweet things.
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377
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Developer / Art / Re: 3D thread
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on: March 30, 2014, 03:05:02 AM
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The thing that really hits me is the difference in texel density on the wings. Note that you don't have to strictly use square textures; you could repaint the wings on a much larger space with a wider texture. Probably too late to do it with this model though :^) Also, I have no idea how that took you three hours. That looks pretty sweet!
Thanks! Rocks are pretty straightforward forms, 3hrs feels like too long on them! Takes 10 minutes or less to pixel 
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378
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Developer / Creative / Re: So what are you working on?
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on: March 27, 2014, 06:59:11 PM
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might be that I just quickly alt tabbed onto the page but those guns looked a lot like cartoon wangs to me at first glance. Spinning cartoon wangs in blue ice world.
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379
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Developer / Art / Re: show us some of your pixel work
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on: March 27, 2014, 06:55:48 PM
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Crits: (directionality from her perspective, so right in description = left in pixel space - wtf is up with her right hand?? holding onto air? gesturing drunkly? amputated multiple fingers?
- right leg is too short or perspective is WAY overpronounced
- neck too long
- torso potentially too short but could just be her personal proportions
- what is this red line bs in her hair, some bizzare hair tie?
- beret is too small
- jacket collar is kinda weird, is it meant to be fur and you'll render it later or just like an inch thick PVC sheet wrapped around there?
- need to define if she's meant to be a soldier in action or at some formal event or role playing for her boyfriend or what, jacket looks like military uniform gone porno, corset isn't exactly military gear, skirt and heels could conceivably be for some formal event but probably too loud, ankle bracelet makes her look like she wishes she was a 16yo
Technique on the face is p great and imo you're doing pretty well with the lighting so far but think more about where you're going with it and do proper construction before forging ahead, the right leg looks about a foot shorter than the left, and almost all of the stretch is in the calf. The arms look like the arms of an eight year old. The rendering on the hair is pretty nice so far other than the dumb red string shit she's got tied in there (or is it overlapping bobby pins? its a mystery.) Make sure you're aware that pixel rendering a piece this big is gonna be a mission too. good luck with it 
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