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463
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Developer / Art / Re: Art
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on: February 17, 2010, 06:16:11 PM
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Inaneman Gill
NO!!
what have you done. My penis! oooh >;
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464
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Player / General / Re: Sonic the Hedgehog 4: Episode I
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on: February 17, 2010, 05:46:12 PM
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DID HIS LEGS GO ALL BLURRY WHEELY-LIKE AT ONE POINT!?
IF SO, THEN THIS IS HISFUCKINGTORICAL * ___ * in the best way.
I'm sorry I just missed those wheelylegs SO DAMN MUCH
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465
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Player / General / Re: Sonic the Hedgehog 4: Episode I
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on: February 16, 2010, 05:44:22 PM
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 This background layering for their parallax just looks bad. Why is the sky more saturated than the scenery in front of it? Why are there areas of light and shadow in the furthest layer of foilage that are less washed out than the grassy mountain chunk in front of it? It's like they're half-assed desaturating their further layers to suggest fog/haze, but then the sky has no haze at all, and the clouds are crisp and contrasty. Mostly cause it's sonic - if you want to derive an aesthetic for the first games then the sky should not be hazy at all, it should be in a chemically deep blue. That they're desaturating the farther layers at all looks sorta off to me :\ should be better ways to do it.
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467
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Developer / Art / Re: Music Videos
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on: February 16, 2010, 01:24:34 PM
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This video is no longer available due to a copyright claim by Studio Ghibli Inc..  I can't even begin to comprehend why they'd wanna hide that piece of art that noone EVER gets to see. What the shit. It's like either it's posted on youtube or it's dead. Wha wha whaa >:
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468
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Developer / Creative / Re: When you make with the creative thought
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on: February 15, 2010, 02:13:48 AM
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Well, when inspiration strikes in a chapter in itself. It seems there's a constant process in there grinding, coming up with small shards of ideas all the times and suddenly I just a have a lot of ideas without really knowing where they come from.
But when it comes to actually make those ideas in practice there is one thing and one thing only.
Before sitting down at the computer trying to create your idea -
pencil and white paper and intense thinking. Maybe I jot some stuff down in an hour of time and it feels like incredibly wasted time. But I really need to do it. Once I've tried to draw down my ideas once, sitting down at the computer is a completely different thing compared to the usual - I just ART AWAY. Somehow my powers of visualizing are greatly helped by pencil sketching.
Pencil sketching. Mmm pencil sketching.
If I can get it down on paper as a pencil sketch then I can make it into game graphics as well. ' u '
that is all
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469
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Developer / Art / Re: show us some of your pixel work
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on: February 14, 2010, 11:45:42 AM
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Nooks, MORE FRAMES will fix the beef <3 (SWEDYPROVERB)
rdein, you need to not break outlines indiscriminately. I guess people who aren't into pixels only see 'pixels all over the place' anyways, and people who are into pixels (for example you) are thinking that 'hey I'm sorta pixelling between pixels and it'll subconsciously turn into a line when you watch it'
and I think 'ooh, dots'
You need to be careful of where to break outlines so you don't create pixel noise! I still think you should post this on pixelation, cause people who are less lazy than me will probably edit it and show them what they mean <3
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470
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Developer / Audio / Re: The "SNES" sound
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on: February 14, 2010, 09:35:47 AM
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But guys guys you can't forget the SUPER IMPORTANT LEGENDARY shit in-a-can type delay effect that's on all SNES soundtracks!
You know the echo effect that's on all snes soundtracks. You need to have it * ___ *
It's hardware implemented and I don't know how it works exactly but it's often used as a very quick delay-effect with lots of small echoes with relatively high feedback.
It makes a low-res sample-based soundtrack go from 'snes-like' to 'snes' in sound, I'd say. Read up on it! ' u '
also if you want to be a part of the 'chip music scene' it's a good idea to really read up on the sound restrictions of old systems and either emulate them well or use software that outputs in the correct format (thus being programmed to follow the original system, restrictions and all)
I'm just saying cause those who care about chip music go sorta nutters when someone slaps 'retro sounds' on a song without applying the quirks and workarounds you have to do to work with an actual 'chip' and yet call it 'chip' music
O: and well yes I'm not really one of those guys but I sorta respect the distinction.
Also famitracker! : DD
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472
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Developer / Art / Re: Art
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on: February 12, 2010, 04:22:30 PM
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It took the game gesundheit to actually teach me that it's what you say when someone sneezes.
I just read the german word for 'soundness' e U e; I'm a silly billy. Well that's what it means of course but I should've seen the connection earlier. At first I had NO idea why the game had 'a silly german name', I mean especially since the game was about SNOT and everything. Eeew! What's sound about that!
Like I said, all sillybilly
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474
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Player / General / Re: What's your console setup look like?
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on: February 11, 2010, 09:10:34 PM
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This is what I run my arcade/nes/snes/psx/64/PC/etc. games on. It's pretty poorly and cheaply made, but it gets the job done.  Oh dude I love how the cabinet says 'arcade' so you'll never be unsure (even funner seeing as you're playing pc games on it too)
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477
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Player / General / Re: worst game you've ever played
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on: February 11, 2010, 07:05:51 AM
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This entire thread is really depressing. It's like everyone is a little condensed ball of hatred.
If only eveyone in the world just had happy thoughts, then we could all live in a smiling rainbow kitten fuckfest. That sounds supreme * ___ * can we please just think happy thoughts now
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479
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Developer / Art / Re: Animation critique thread
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on: February 08, 2010, 08:44:40 PM
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just make sure that there's contrast between each key pose O: contrast between curves, shapes, round things, straight things, etc! You'll need that to put force in the animation.
And yeah I know I'm a sucker for overly EFFORTy movement. I like my fighters breaking out a sweat ' D '
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480
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Developer / Art / Re: Animation critique thread
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on: February 08, 2010, 01:37:31 PM
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 Saying it's hard to get a good overview apparently doesn't stop me from editing all the same quick edit. I just drew over most stuff to show what kind of dynamic changes I'd like to make to it O: power of movement is a nice thing! O: Tried to emphasize it by just bending and stretching the character more than one would think to do when drawing schematically .. somehow note how when he (or is it a she? it's very rumpy) does the spin one leg remains static and the other just makes a full revolution and eventually ends up where it started. Then WHAM, with both feet in place the the FIGHTA can do a powerful torso spin thrust (since body is balanced again) then I went a little wild and just removed next-to-last move. Because silhouette-wise it was so close to the last move, is why! O: I feel that it broke the whole movement in a kind of awkward way. The FIGHTA just backs off, throws some balls in there, then backs off and thrusts forward again. First a spin move then a backward-forward-backward-forward move, it takes away from the impact of the final move so I imagine that FIGHTA does the swipe to its full extent, then stops as a natural result of not being able to bend further, then does a reverse motion with its arms O: which would create the swirlyswirl or something. Then final move is just a back off (you could exaggerate it even further to be honest!) and then a THRUST which could also be more powerful probably. Work with overreach and stretching proportions here!
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