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

Login with username, password and session length

 
Advanced search

878450 Posts in 32923 Topics- by 24334 Members - Latest Member: zexyu

May 21, 2013, 11:06:26 PM
TIGSource ForumsDeveloperFeedbackDevLogsThe Salvage | A lonely death on a bitter planet.
Pages: 1 ... 24 25 [26] 27 28 ... 30
Print
Author Topic: The Salvage | A lonely death on a bitter planet.  (Read 59593 times)
HyperDuckChris
Level 9
****


@hyperduckchris @hyperduckdan @hyperduckkev


View Profile WWW Email
« Reply #375 on: October 26, 2011, 12:48:14 PM »

Get this man a programmer! Stat!
Logged

Belimoth
Level 9
****



View Profile
« Reply #376 on: October 26, 2011, 01:02:56 PM »


http://scutanddestroy.files.wordpress.com/2011/10/salvage-hulk-01.png

I’ve been getting back into The Salvage recently, and wanted to tackle the issue of ‘treasure chests’ that virtually every game contains in some form.  Part of the texture I want players to encounter is that each dig site has been visited in the past, seemingly with bad luck for the visitors.  Occasionally players may encounter the hulk of some old craft, and within its hull might be preserved a useful trinket or supply.

Great idea! I was wondering how the dead players were going to fit in.
Logged

eigenbom
Level 10
*****



View Profile WWW
« Reply #377 on: October 26, 2011, 01:30:39 PM »

wow this looks amazing
Logged

Franklins Ghost
Level 10
*****



View Profile WWW
« Reply #378 on: October 26, 2011, 08:49:30 PM »

Just read through all the pages of the devlog and really impressed with the amount of work going into this project. Can't wait for you to find a programmer so this can move to the next stage. Loving the designs though and every new piece of art.

Logged

Catman
Level 0
***


View Profile WWW Email
« Reply #379 on: October 26, 2011, 11:16:54 PM »

Wow, I must say that is a wicked set of concept art you've got there, good job!!!!
Logged

My current projects:
- Xenophonic
- Pipo
- ... and finishing my thesis
Durruti
Level 0
**


aClashInRedSnow
View Profile Email
« Reply #380 on: October 28, 2011, 07:39:06 PM »

I am totally still lurking this thread for new updates now and then. But I guess programmers don't often fall out of the sky when needed.
Logged
Belimoth
Level 9
****



View Profile
« Reply #381 on: October 29, 2011, 07:17:42 AM »

They are probably just intimidated by all of the amazing ideas Who, Me?
Logged

_Tommo_
Level 7
**


frn frn frn


View Profile WWW
« Reply #382 on: October 29, 2011, 08:30:40 AM »

They are probably just intimidated by all of the amazing ideas Who, Me?

Or maybe by the long times where you think the project is dead   Droop
Logged

Scut Fabulous
Level 3
***



View Profile WWW Email
« Reply #383 on: November 08, 2011, 12:45:25 PM »



Test animation with the character blocked in with solid colours.  Probably needs some transitional frames but I think all the needed keyframes are working.

The purpose of this animation is to make walking over rough terrain appear more natural, so the player doesn’t feel like they need to use the flight mechanic for small obstacles.  I’ve drawn it with a clean edged place-holder block, which conceals some portions of the sprite that would be visible in the more plausibly irregular game terrain.  To deal with that I’ll need to draw the sprite complete in each frame and then decide a masking boundary that will be hidden by the terrain layer.
Logged

ninto
Level 4
****


slowly


View Profile Email
« Reply #384 on: November 08, 2011, 12:58:07 PM »



Test animation with the character blocked in with solid colours.  Probably needs some transitional frames but I think all the needed keyframes are working.

The purpose of this animation is to make walking over rough terrain appear more natural, so the player doesn’t feel like they need to use the flight mechanic for small obstacles.  I’ve drawn it with a clean edged place-holder block, which conceals some portions of the sprite that would be visible in the more plausibly irregular game terrain.  To deal with that I’ll need to draw the sprite complete in each frame and then decide a masking boundary that will be hidden by the terrain layer.

Looks wonderful, but yeah, seems a bit tad fast for a heavy machine like that. Maybe some more in-between frames.
Logged
Belimoth
Level 9
****



View Profile
« Reply #385 on: November 08, 2011, 01:12:47 PM »



Test animation with the character blocked in with solid colours.  Probably needs some transitional frames but I think all the needed keyframes are working.

The purpose of this animation is to make walking over rough terrain appear more natural, so the player doesn’t feel like they need to use the flight mechanic for small obstacles.  I’ve drawn it with a clean edged place-holder block, which conceals some portions of the sprite that would be visible in the more plausibly irregular game terrain.  To deal with that I’ll need to draw the sprite complete in each frame and then decide a masking boundary that will be hidden by the terrain layer.

Looks excellent, will be interesting to see how it functions with the kind of terrain you've got.
Logged

rek
Level 5
*****



View Profile
« Reply #386 on: November 08, 2011, 07:32:35 PM »

This looks amazing. I haven't been a member here for long, so I just discovered this log today and powered through it.

(Another Torontonian here by the way.)
Logged
mokesmoe
Level 10
*****



View Profile Email
« Reply #387 on: November 09, 2011, 05:52:36 AM »

I feel like it needs an extra frame at the beginning, as his foot and arm going to the wall look weird.
Logged
JobLeonard
Level 5
*****



View Profile
« Reply #388 on: November 09, 2011, 07:24:35 AM »

I must admit, it does feel like a jump right at the beginning.
Logged
Scut Fabulous
Level 3
***



View Profile WWW Email
« Reply #389 on: November 15, 2011, 09:48:43 AM »



This is the completed animation of the climbing sequence for The Salvage.  As usual there will be a few tweaks, including timing changes so that each frame has a unique delay.  Currently each frame displays for the same amount of time just to give a sense of flow, but that removes any sense of rhythm.

Another issue you may notice is that the pink placeholder block does not mask any portions of the sprite.  This is because in The Salvage terrain can be of any shape, and therefore the entire sprite must be drawn and a mask-able area will be designated once it is placed in the game.
Logged

Pages: 1 ... 24 25 [26] 27 28 ... 30
Print
Jump to:  

Theme orange-lt created by panic