Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076040 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 04:05:26 AM
  Show Posts
Pages: 1 ... 18 19 [20] 21 22 ... 122
381  Community / Jams & Events / Re: A MAZE. / Berlin 2014: April 9-11 on: March 24, 2014, 07:54:24 PM
Good to hear the scene is active enough to have monthly jams at all Coffee
382  Community / Jams & Events / Re: A MAZE. / Berlin 2014: April 9-11 on: March 24, 2014, 05:56:53 PM
MM and I and about half of THD will be attending. Say hi if you see a lost Australian and a rabble of Europeans. Will definitely consider the jam thing, I dunno how much extra time we're going to have in our schedule.
383  Community / Jams & Events / Re: GDC: So it begins again. on: March 24, 2014, 05:53:59 PM
Kinda hard to miss him isn't it Wink
384  Developer / Art / Re: 3D thread on: March 24, 2014, 05:45:16 PM
Got a new rock into unity and compatible with my master shader with gradient mapping and vertex blended damage and vegetation, happier with the results of this one than the previous one.



7.6k tris on screen 572 tris per rock.

3 texture lookups plus lightmaps; but normal, diffuse and spec are combined in one texture; diffuse is gradient mapped and specular is multiplied with a single colour (ie done the way you lazily make spec maps most of the time anyway). 1024 + 128 + 64 square textures; the latter two can be shared among many objects. Most of the rocks are passable with a 512 on them but with this much instancing I'd probably err on the side of bigger considering it's just one map.

3 hours, zbrush, blender, uvlayout, photoshop, unity. Kinda exhausting, I have no idea how full time 3d artists keep their mojo flowing, haha.
385  Developer / Art / Re: GIFs of games being worked on on: March 24, 2014, 01:51:40 PM
You just have to destroy the core of the other teams. Simple design for 2 week deadline Smiley
386  Developer / Art / Re: 3D thread on: March 24, 2014, 07:02:50 AM

Click for x2 res.

Trying to figure out this sculpting thing.

Somewhat high spec, 1k tris per rock (on the dot), 1024 diffuse and normal. Wish I'd baked AO into the scene, but it hit 2am so its bed time.
387  Developer / Art / Re: GIFs of games being worked on on: March 24, 2014, 04:00:22 AM
@primaerfunktion: haha, it does kinda play like that. Hopefully a little more cheerful though, or as cheerful as mindless aquatic carnage can be.

That looks really cool and fun to play. To understand how is it a mod? It works off King Arthur's Gold but KAG is a side scroller. Is this like a complete overhaul type of mod, basically using KAG as a game engine?
Yeah we're making it as an example of a big "overhaul"/"TC" type mod with a fresh, self contained code base to help modders along.
The KAG engine is very extensible and we'd like to see the community make more use of it - all of the game code for KAG is in scripts but we figure since its some tens of thousands of lines of code something a little less huge would be a better kind of example. It's been fun to work on a nice small project in a familiar engine too.
388  Developer / Art / Re: GIFs of games being worked on on: March 24, 2014, 02:51:57 AM




Writeup for those interested, should be playable by the end of the week.

The players die by falling off opposite sides of the screen from one another.
Oh, I see it now. Cool!
389  Developer / Creative / Re: So what are you working on? on: March 23, 2014, 10:57:21 PM
Suggestion: match the lightmap texel res with the uv diffuse texel res.
390  Developer / Art / Re: GIFs of games being worked on on: March 23, 2014, 06:23:00 AM
My contribution is a speedrun of some recent desktop footage of Narcissus - double speed mode is active ^^
While this looks pretty cool I can't figure out how you die, as there seems to be a gravity line through the middle of the screen.

@Geti
Love the ultraslick look of it, the particles and general shape of things are very nice and interesting, very catchy.

Enjoy some fishing tackle physics.
Cheers!

I like the tackle physics so far but feel that the hook could be swinging around much more independently of the float.
If you haven't already you might want to look into RL fishing setups, the lack of sinker and bait, along with the heavy width of the hook and fact that those kind of hooks are used more on lures than by themselves (due to them being awful to stick bait onto, among other things) kinda rub me the wrong way.
I think with a fishing game you're going to run into people who'll be pretty harsh on that sort of thing :^) If you haven't already, go fishing yourself a few times in similar environments to the ones you'll be fishing ingame to give it a more authentic feel. Been nice seeing this asset develop either way.
391  Developer / Art / Re: 3D thread on: March 23, 2014, 05:52:53 AM
First you open anything that takes code as input,
Then your put code in,
Then when the code sucks you make it better.

(Repeat as necessary)

Annoying "lol its easy" aside, TBH Blender has its game engine built in and python is pretty easy, though the way blender interfaces some things with python can be pretty obtuse and the internal code editors suck. Suggestion is driven mainly by the fact that you already have the software.

Game modding is where I started coding, then flash games, then cpp games.
392  Developer / Art / Re: 3D thread on: March 21, 2014, 08:36:51 AM
Sorry, I was a bit of a dick above; had a long day but shouldn't take it out on the internet etc.

As penance I made myself do the same thing. Kept it under 500 tris.



I actually ended up using the 4 loops around her belly too but tried to ensure that they contributed as much as possible to the silhouette;

Used http://img2.wikia.nocookie.net/__cb20100327013827/zelda/images/b/b5/Saria.png as a ref for the acceptable target spec.

The topo on the arms animates really fucking badly though, haha. I added the extra split under there to allow a bit of leeway with the armpit without it looking too janky, but it's still awful to animate, rigged or not. there's a bunch of places where I could merge some verts without losing much to the silhouette to give more topology in places that need it for animation; rotations are always a bitch with this super low poly kinda stuff though.

Legs are too short as well, hair is kinda janky from the back. Note that the legs are floating geo to save an extra loop going down while giving the shorts a bit more separation - in the n64 game they actually did this quite a lot due to the fairly constant overhead camera - if you manage to get an upskirt of link you notice he doesn't have a body, or tops to his legs :^)

Overall I'm happy with it, and since its 330am I'm certainly going to leave it where it is, haha.

With the breasts here - she's meant to be super young and afaik completely unsexualised, so being subtle is great; issue is that the proportions & some of the structure in yours makes it look more like a young boy than a young girl. It's a hard line to draw, and I'm no expert, but I think you can drop in some more hints to better describe the character.

Again, sorry for being pretty blunt and potentially discouraging above. Keen to see where you go with your low poly stuff - studies of old games is a great idea, and I'd be interested to see them in here if and when you do them.
393  Developer / Art / Re: 3D thread on: March 20, 2014, 01:38:22 PM
You might want to like, look at your ref more often; needs breasts at all, longer feet, bigger hands and more calf volume for starters.  Your edge flow seems ok but the poly density in the middle of her body is super questionable, can you explain why you need 4 loops there? Interested to see where you go from here with it.
394  Developer / Art / Re: GIFs of games being worked on on: March 20, 2014, 01:41:23 AM

MM tweaked the propeller speed "a bit"
395  Developer / Art / Re: GIFs of games being worked on on: March 19, 2014, 10:32:36 PM
Wow, haven't played KAG since I bought it before the full release. I didn't know it even supported mods. Might have to get back into it if this ship thing comes out.
It supports so many mods, haha - all of the games scripts, graphics and sounds are "open source" in the sense that the community is free to modify them for use inside the game - people have been recreating "old kag" mechanics to relive the glory days, hosting roleplay servers, and building new custom classes.
We're doing this big example mod to help with some of the things people have been iffy about, and to provide working code that's already in the form of a mod (rather than having to learn how to package stuff up yourself). I'll be posting about the mod release here cause I think it'll be a fun, fairly separate game experience, so be on the lookout.
396  Developer / Art / Re: Art on: March 19, 2014, 08:34:13 PM
Pretty cool, liking the contrast; you'll find you get more feedback and criticism and oohs and aahs if you embed the images here fwiw. I just mirror dA stuff on imgur since dA itself seems to change the way you "should" and "shouldn't" link stuff every couple weeks and you end up with a missing image.
397  Developer / Art / Re: GIFs of games being worked on on: March 19, 2014, 06:56:19 PM
Ingame shots of a big example KAG mod we're making to help the modding community.


Building - demonstrating the “tetris” aspect
(sorry for the janky gif recording)

Out of control ship

Tiny test torpedo
398  Developer / Art / Re: show us some of your pixel work on: March 18, 2014, 04:09:23 PM
yes yes yes, that's so sick
Haha I'll be sure to post a link to the playable thing once it's finished Coffee
399  Developer / Art / Re: show us some of your pixel work on: March 18, 2014, 04:11:00 AM
Rough work, nutting out how a top down tetris shipbuilding game should work while MM starts coding it as a mod for KAG.


Torpedos and shit yo
400  Community / Jams & Events / Re: GDC: So it begins again. on: March 17, 2014, 03:45:25 PM
Damn, would have been good to meet up with some people (really haven't done that much in previous years, though saw themsalltook at the LD thing) but we're not there this year. Hope you guys have fun.
Pages: 1 ... 18 19 [20] 21 22 ... 122
Theme orange-lt created by panic