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1076052 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 05:25:40 AM
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841  Developer / Art / Re: show us some of your pixel work on: August 03, 2010, 05:23:03 PM
Most of this is still fairly rough.
842  Hidden / Unpaid Work / Re: Composer needed on: August 03, 2010, 11:54:28 AM
Thanks for the offer Javet, some wonderful examples on your portfolio.
I'll contact you in a week if I haven't found anyone.

I have posted some examples of what we are looking for.
We're not very solid on the examples, but its something similar to;
The lonely sad levels with the slow drawn violin and bass.
And the faster action paced levels with the quick trumpet beats.
843  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: July 31, 2010, 06:13:51 PM
Ninja Sign spinning video  Ninja

For any of you who care, this is what I do for a living.
I find it enjoyable as far as a job goes.

Got my own sign printed off and everything.
844  Hidden / Unpaid Work / Composer needed on: July 31, 2010, 12:47:40 PM
Youtube video
The theme is discovery, in our game you take the role of a lonely oil blob searching for his family.

Information: Made in game maker, this is hopefully for yoyogames Competition06
2D katamari collect and gather style platformer.

What we are looking for.
http://www.youtube.com/watch?v=DIZ9OX1HvBk
Mariachi type music with a deeper bass
If your feeling experimental something like this would be cool (only instrumental though)
http://www.youtube.com/watch?v=pn2E-1SiZsc
These aren't exactly what I'd want the game to sound like I just cant seem to find examples of what I want.  Shrug

-Ambiance, waves, birds.
-Atmosphere (exploration, danger, battle)
-Trumpets
-Violins
-Acoustic guitar
-Drums would be nice
If you have any other ideas or examples of musical directions for this game I'd be happy to take a listen

This is probably an insane amount to be asking for in less then 1 month.

TRACKLIST (if every level has it's own tune)
01 Intro cinematic (meet S.A.M. 1st "fight")
02 Oil platform
03 Tanker ships (stealthy level)
04 Fight S.A.M. (2nd boss fight)
05 Controlled burning (fire themed song)
06 Spray missions (soapy, song?)
07 Top Kill (explosive)
08 Fight S.A.M. (3rd final fight LASER BEAMS)
09 Game-Over
10 End-Game
11 2Player Mini-game round

Also if we dont manage to finish by the end of August we will likely still finish the game so you would have more time to work out the music.

If your interested and would like to know more about the game just send me a PM or reply here.


(Mockup)


(Actual in game screen)
845  Developer / Art / Re: show us some of your pixel work on: July 31, 2010, 10:23:25 AM
That was one of the first things I ever made with promotion
I just absolutely love promotion's tiling capabilities.

All I did was scribble on the canvas and promotion chopped it up into tiles for me.
And then I placed them around and it kind of looks like either a platfomer or some kind of top down mock-up.
846  Developer / Art / Re: show us some of your pixel work on: July 30, 2010, 07:35:40 PM
With the page of the demon upon the, I defile this thread with a poem I wrote a long time ago about pixel art.  Evil

Artless a canvas
Sketch a blueprint
Doodle an illustration
Portray the Perspective
Layout your Coloration
Refine, Reform, Expand
Elaborate until Perfected

It's a Quadratic
Right-angled world
Pixels have distinction
Retro induces nostalgia
Reminiscence of the part
Positioning squares

Forms a legend
Hero with heart
To combat the corrupt
Eradicate all evil
This is personification
Of a pixel

Also to contribute to the thread and not make a fool of myself here is some pixel art I have gathering dust on my hard drive.
(Chevy animated this guy)









847  Feedback / DevLogs / Re: Voltorometer 2 on: July 25, 2010, 03:33:43 PM
Being the sequel I can tell that you seem to be getting a good grasp on this simple style.
Noticed the character put on some weight.  Tongue

Your rough concepts yet rough are simple and have some great ideas for your layers of background.
Also your placement of random objects such as pipes, chains, and iron girders is effective.
I especially like the little small side view level ideas.
848  Feedback / DevLogs / Re: Robo-Redemption on: July 25, 2010, 10:34:39 AM
New youtube video!
Current download v0.5
(v0.5 includes 52 pickup)

I thought about rotoscoping the backgrounds earlier, the building in my last post was drawn 100% from scratch without much of a reference.

Cant seem to find too many images of old buildings and western sets that are use-able.
I might just rotoscope objects, and buildings from the images and use them as objects in the game rather then a solid background image.

Also I have come up with a mini-game "52-Pick up"

849  Feedback / DevLogs / Re: Robo-Redemption on: July 23, 2010, 11:28:19 AM
Today's updates; working on a simple cinematic type system.
Figured Speakonia voices, would work well enough for robot voice actors.

Veto's gun arm now angles at 3 directions, high, medium and low.
Depending on where your cursor is at the time of shooting.

Download v0.3

I've also made a version where your cursor revolves around Veto.
But I must say this version is fairly hard, I will have to fine tune it.. if I want to use it.
Give it a try please tell me what you think, if it's too difficult.
Cursor rotate around hero version

Spent most my time drawing this beat down old shack.
850  Feedback / DevLogs / Re: Robo-Redemption on: July 21, 2010, 12:19:08 PM
Thanks Barnaby, I'll try to see where I can take it from here.
Here is v0.2
Some small progress, today.
New shiny cursor graphics, and a smaller resolution to match the iPhone.


I'm not sure I like it.
851  Feedback / DevLogs / Rusted Robot Redemption on: July 20, 2010, 02:32:36 PM


Concept
A spaghetti western steampunk graphical adventure game thing

Amerika 1836
Harlington State

One night an anti-social robot by the name of Veto, enters the wrong whore house.
He is lured in by a cold hardware prostitute by the name of Rosita Vendetta.
In a story of lust and betrayal, one robot must take revenge on the mafia if he intends to survive the west.
The rest is robot history.

Gameplay
Adventuring/Storyline: Along the way you will meet characters who will give you information.
Search areas, interact with objects, talk to civilians.

Each enemy has a cursor that attempts to aim at you.
If you can kill the enemy before they can aim for you, you win.

As it sounds, this game play is fairly boring so far.
Kill the closest enemy before it kills you...
If you have ever played Tin Star, and Kirby Samurai you'd get an idea for what I'm going for.

52 pick-up
A random mini-game, where 52 cards are thrown at you, and you attempt to shoot one out of the air.
Hearts = +1 health
Diamonds = +1 cursor speed
Clubs = Undecided
Spades = Aggressive card thrower



Controls
Key-Pad moves your cursor.
Spacebar to shoot
R to restart the level (temporary)

Characters
Veto
Main character, generally unlucky chap.


Harlots
Group of fem-bot prostitutes, who run a whore house.


Mercenaries
Hired mafia, security of the whore house.


Enemigos or Mexicandroids
Mexican gang members, hired by Vendetta


To-do List
-Adventure engine: Go North, East, South, or West.
-Bonuses: Cursor speedUP, Score multiplier, civilian casualty penalty.
-Timed solo duels: Wait for a whip crack noise, shoot a "target" and then the enemy.
-More dynamic dueling suspense.
-Side scrolling level(s)... maybe TRAIN LEVEL!?
-Enemy spawn points, spread along the level.

Versions and Downloads
prototype v0.1
v0.2
v0.3
Current download v0.5

Links
shooting prototype video
point and click adventure prototype video






Comments?  Feedback?   Beg
852  Developer / Creative / Re: So what are you working on? on: July 20, 2010, 09:30:56 AM
I'm not too sure what to do with this.
Robo-redemption "gameplay attempt" is pretty boring.
This could be due to my lack of coding expertise, or general lack of ideas for what I should do with this.
853  Feedback / DevLogs / Re: The Fishermans Wrath (Temp. Title) [Screens and Vids] on: July 08, 2010, 09:03:38 AM
Hey, just got an idea after seeing the video.
Any chance you could make the spear aim-able? maybe even give it a charge meter for impact?
Maybe you could like, shish kabob the fish if you get multiples.

It seemed rather odd to keep stabbing low like that, especially in water.

Awesome looking game though, I really like the character design.
854  Developer / Art / Re: Art on: July 04, 2010, 07:25:12 AM
http://www.youtube.com/watch?v=MbEB2sbIZX0
Got a video from my art exhibit which opened on July 1st if anyone is interested check it out.
855  Developer / Art / Re: show us some of your pixel work on: June 25, 2010, 08:00:18 AM
I need help animating this shooting animation. Weird thing is, browsers do not display this image at its natural speed, making it look slow.


Looks pretty cool.
I tried my hand at an edit for you, hope it helps.
Dunno if the highlight from the gun flare works or not.
856  Developer / Art / Re: Art on: June 18, 2010, 07:44:53 AM
Quickly whipped up this piece for a raffle.
Figured they would appreciate an anatomically exaggerated naked woman.
Who doesn't seem to have another arm...  Facepalm
857  Developer / Art / Re: show us some of your pixel work on: June 13, 2010, 08:54:48 PM
Bones: What video!?
This video
858  Developer / Art / Re: show us some of your pixel work on: June 12, 2010, 09:35:51 AM






These are so nice you don't even know.
I said the same thing in the youtube video of the game.
The character has such monsterous pizazz I love it.
859  Developer / Creative / Re: So what are you working on? on: June 11, 2010, 09:55:24 AM
Assault on our shores - A game in response to the current oil crisis.
860  Developer / Art / Re: Improving Indie Animation on: June 09, 2010, 06:45:55 AM
And who's to say that's unrealistic? I mean, ever taken a picture of somebody moving quickly? Real life blurs like that, too.
"Real life", as seen through your eyeballs, doesn't blur. It also doesn't really have a framerate. Eyes are analog; they're continually sending data back to the brain. There's some minimum amount of time something has to be displayed for our brains to notice it, which some people have seized on as an "eyeball FPS", but it's not, really.
If the image is switching between black and white each frame, then this image will appear to flicker when the pattern is shown at rates slower than 30 frames per second. In other words, the flicker-fusion point, where the eyes see gray instead of flickering tends to be around 60 Hz. However, for fast moving objects, frame rates may need to be even higher to avoid judder (non-smooth motion) artifacts. And the retinal fusion  point can vary in different people, as well as depending on lighting conditions.

Although human vision has no "frame rate", it may be possible to investigate the consequences of changes in frame rate for human observers. The most famous example may be the wagon-wheel effect, a form of aliasing  in time, where a spinning wheel suddenly appears to change direction when its speed approaches the frame rate of the image capture/reproduction system.

Not only that, but lets put this same argument to video games and their weapon attack animations.
The motion from one keyframe to the next is usually so great that the only way to create "weight" and "power" to your attack is to add some kind of motion blur.
Now, usually to "animate" a feel for some kind of motion "blur" you simply create a single motion blur frame yourself.

This same motion blur effect is used in all games from 2d-3d.










When you remove this blur, the animations lose their weight.


(old wip animation from the one above)

If you keep the motion blur on screen for too long, it looks like the weapon is just streaking.
The motion blue occurs due to "fast" motion, motion that otherwise could not be seen "slowly"



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