|
HyperDuckChris
|
 |
« Reply #375 on: October 26, 2011, 12:48:14 PM » |
|
Get this man a programmer! Stat!
|
|
|
|
|
Logged
|
|
|
|
|
Belimoth
|
 |
« Reply #376 on: October 26, 2011, 01:02:56 PM » |
|
http://scutanddestroy.files.wordpress.com/2011/10/salvage-hulk-01.pngI’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
|
 |
« Reply #377 on: October 26, 2011, 01:30:39 PM » |
|
wow this looks amazing
|
|
|
|
|
Logged
|
|
|
|
|
Franklins Ghost
|
 |
« 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
|
 |
« 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
|
|
|
|
|
Durruti
|
 |
« 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
|
 |
« Reply #381 on: October 29, 2011, 07:17:42 AM » |
|
They are probably just intimidated by all of the amazing ideas 
|
|
|
|
|
Logged
|
|
|
|
|
_Tommo_
|
 |
« Reply #382 on: October 29, 2011, 08:30:40 AM » |
|
They are probably just intimidated by all of the amazing ideas  Or maybe by the long times where you think the project is dead 
|
|
|
|
|
Logged
|
|
|
|
|
Scut Fabulous
|
 |
« 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
|
 |
« 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
|
 |
« 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
|
 |
« 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
|
 |
« 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
|
 |
« 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
|
 |
« 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
|
|
|
|
|