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361
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Player / General / Re: Do you smoke?
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on: January 31, 2011, 06:14:01 AM
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I peruse the hookah with the cherry tobacco perfumy crazy puffy clouds of smoke-ness when my friends bring it.
I used to think that it had less nicotine than cigarettes but I was wrong. For some reason I keep smoking it with my friends cause the slight nico kick makes me comfortably dizzy and when I breathe puffy smoke I pretend I'm some kind of dragon human.
And the scent is delightful.
Calling it a 'hookah' though amuses me greatly. Word looks too much like hooker :D
I only do it like ... 8 times a year, max. So I don't think it's gonna affect me?
I'll never touch cigarettes.
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363
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Developer / Art / Re: show us some of your pixel work
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on: January 29, 2011, 01:12:22 PM
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Make sure the foot is planted on the ground, and that the foot touching the ground moves backwards each frame at the same rate that the sprite travels forward. This is very important to prevent moonwalking.
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366
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Developer / Art / Re: Art
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on: January 26, 2011, 03:05:37 AM
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I maded arts  the sky actually looked just like this this one morning, it was SUPRA INTENSE, so I draweded it  so I wanted to just throw down a quick color concept of a thing I'd like to do and then just BOOM SHWINGG LENS FLARE and it got all fake-polishy ' u ' it's very sloppy though and pretty obvious I don't really know what I'm doing. What COLORS TO USE better just slap them on haphazardly onto the houses and hope it looks ok and then crank up the contrast slider. I actually didn't use that but levels in photoshop has kinda the same effect I'll stop ranting now?
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367
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Developer / Art / Re: show us some of your pixel work
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on: January 25, 2011, 06:18:15 AM
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Would benefit animation, but not gameplay, still a good idea! His dash will be at a set speed, so it's either getting the 16 frame one to work, or run with the 8 frame one! Well, unless it jumps out as very disorienting (and I would try it out before I decided) you could still use the two animation states, even without any kind of increase in speed. Use the smooth one for a few seconds and then switch to the faster one. Even if both use the same speed, you're giving the illusion that you're moving faster. Player perception doesn't always have to equal reality.  He'll also moonwalk if the animation speed is suddenly changed, so you gotta watch out for that stuff. ' D ' Anyways, thanks for the advicesss
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369
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Developer / Art / Re: show us some of your pixel work
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on: January 25, 2011, 03:50:30 AM
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If memory isn't an issue... use both? Have the ultra-smooth version as your initial run animation, then after a few seconds of sprinting you break into a dash. Give a very minor speed increase to complete the illusion.
Would benefit animation, but not gameplay, still a good idea! His dash will be at a set speed, so it's either getting the 16 frame one to work, or run with the 8 frame one! thedaemon: doesn't he run a bit limpy now? Like his two steps are at different speeds * n * I wonder. I don't wanna play around with frame timings in a run, I'd like to do it with spacing. Using frame timing to adjust dynamics has a tendency to result in twitchiness, which I don't want here. ' 3 ' am fighting right now with his run-jump, I have this clear idea of what I want to make and I just can't get there, dammit. Auuugh You know when you do a running jump off a cliff and keep running in midair. Like in canabalt. That kind of running jump. Holy crap is so haaaaard
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370
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Developer / Art / Re: Vector games
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on: January 24, 2011, 02:13:52 PM
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Just popping in to second XRA's statement, the laser shot in the original Asteroids cabinet is SO INTENSE, since a single light ray draws all of the graphics, the shot gets the most intense glowing light. It's wonderful.
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371
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Developer / Art / Re: show us some of your pixel work
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on: January 24, 2011, 01:26:10 PM
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I'd do that if I aimed for a slower sprint, but I want this to feel very DASH-y, as though he's more or lest blasting himself forward in a completely straight trajectory. Anyways, I've found something of a fix, will post whenever I feel assed to actually do it - it's got to do where the inbetweens are placed, for example his feet when they kick off the ground, they should end up high in the air immediately to give the feeling of power at the kickoff.
The 8 frame one looks better but also strobes, so I want to tweak the 16 frame one.
Am going to focus on a dash jump now though!
yokomeshi: exactly! I was actually just straight inbetweening for funsies and strobe elimination, but .. I eliminated more than that. I had anticipated that though, so it was good for experimentation!
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372
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Developer / Art / Re: show us some of your pixel work
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on: January 24, 2011, 01:18:18 PM
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So I would but the 16 one has 3 frame delay at 60fps, so the 16 one would have to be 1.5, which isn't possible .. in graphics gale .. I think. Maybe I could do milliseconds instead? Should check that out.
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373
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Developer / Art / Re: show us some of your pixel work
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on: January 24, 2011, 01:04:48 PM
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 16 FRAME ANIMATION  8 FRAME ANIMATION so my issue is this: THE 8 FRAME ANIMATION HAS MUCH MORE POWER THAN THE 16 ONE ' n ' but I am too in love with the smoothness to let it go. God DAAAAAAAAAAAAAAAAAAMN
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375
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Developer / Art / Re: show us some of your pixel work
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on: January 23, 2011, 04:14:32 PM
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EKSAION!!1111 : D
I've got one with just 8 frames that I started out with. I'll post it too.
I had lots of trouble with this run actually. Remade it thrice until it turned into what you've got here. I'm ... Sorta content. Well it looks good at least!
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376
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Developer / Art / Re: Art Advice needed
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on: January 23, 2011, 03:11:42 PM
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Jad, that is very well done! My faces always seem to mess up :/
If they 'seem' to mess up then your process has issues! You need to have control over what you're doing. WHERE do the eyes go, and why? Not just 'eyes like these are cool' but 'THE EYES NEED TO FIT INTO A 3-D FACE' you know. You seriously need to practice getting stuff where you want stuff to be. Construction, construction, construction. You need to get construction into your head, HOW to draw shapes that make sense! Better to just fill a sketchbook with a million excercises on how to SKETCH OUT bodies and faces, circles and cylinders and stuff, than practicing only the final touches (line quality (actually line quality is an important part of the basics too) small details, fully rendered eyes, whatever) Practice the basics. I wanna see you post a non-rendered human here, like only the construction phase, body parts simplified, etc. That kind of stuff. And then I'd crit it.
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377
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Developer / Art / Re: show us some of your pixel work
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on: January 23, 2011, 02:54:26 PM
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 GUY RUNS! the idea is to properly render him later. I made it like this for maximum enjoyment of pure animation without having to worry about rendering SHINY, YOU ARE FANTASTIC! Your background is SERIOUSLY the best stuff I've seen in SUCH A LONG TIME. You should know that you are great, cause you are. REALLY good.
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378
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Developer / Art / Re: Art Advice needed
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on: January 19, 2011, 11:50:06 AM
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Is miles better than what you first posted I did an edit/remake of your first art in this thread.  I wanna emphasize geometric construction, make boxes/cylinders/blobs and think in 3D! PRACTISE thinking in 3D lots! Think of swooshy lines when you attempt to get a character down on paper/the screen, and get stuff out there swiftly so you can worry about making stuff work along the way. I also doodled a lot of poo about how being able to draw faces with a distinct 3d feel helps any kind of stylized face, but I'll just leave this here and see if you have any questions.
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380
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Player / Games / Re: Poorly describe games and try to guess what they are
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on: January 19, 2011, 08:54:30 AM
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Check and turn the signal to the right
Check. And turn. The signal to the LEFT Now turn to the left! Now...turn to the...right? ri-ri-ri-riri-right? Uh-uh. Uh-uh. No way. I've been sitting in my car, yes now for days. When I say boom boom boom, you say bam bam bam No pause in between, come on, let's jam
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