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878782 Posts in 32936 Topics- by 24346 Members - Latest Member: Vuoripeikko

May 22, 2013, 04:20:25 PM
TIGSource ForumsDeveloperFeedbackDevLogsUmber Throne - Basic Implementation Stage
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Author Topic: Umber Throne - Basic Implementation Stage  (Read 5593 times)
McMutton
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« Reply #30 on: July 27, 2011, 03:51:41 PM »

Thanks Guys!

Kitheif- It's the basis of the game's style, so I hope it's super cool.

Destral- I may add them back at the menu screen, but I thought simplicity would be better for showing off the logo design

Bart - Glad to hear it. As to the sword, I have it in two pieces: The hilt and the blade. At certain point in the animation, I've the blade set to disappear and the trails to appear.

I'm starting to use a modified Toon Outline shader, since the concepts have one as well:




New character, Engineer Gaius!
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McMutton
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« Reply #31 on: August 03, 2011, 09:53:29 AM »

Added hatching to Abe's texture
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astrofra
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« Reply #32 on: August 07, 2011, 10:06:32 PM »

'Not sure about the hatching...
Shouldn't be the hatches rendered in screen space rather that withing the textures. As it is now, on the screenshot above, it suffers of UV stretching and the bilinear doesn't help Embarrassed

Otherwise, I love the concepts & even more the 3D models Smiley
They might deserve a less dense texturing, maybe Embarrassed
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Eldboll
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« Reply #33 on: August 20, 2011, 09:47:02 PM »

Your models and textures are gorgeous. The outlines was a great addition! I think i prefer them without the hatching as well though.

Gameplay wise it's hard to tell, since I guess you're not super far along in to the project. My instant reaction was that maybe it all seemed a bit slow? A good pacing is what makes or breaks good side scrollers, so keep an extra eye on that!

Anyway, keep it up, I'll be checking up on this!
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jotapeh
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« Reply #34 on: December 14, 2011, 11:30:46 AM »

I like the hatching on the models themselves, though rendering them in screen space in real time would be neat to see for sure.
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McMutton
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« Reply #35 on: December 22, 2011, 02:33:36 PM »

I'd actually found a decent hatching shader, but it reacts to the position of the camera rather than any lighting for some reason.

Also, I'm reopening development on this one again. I seem to have lost the original animation files for Abe 'cause Messiah sucks so much. 'S all good though, since that one had WAY too many bones.

There'll be a couple of changes such as the removal of different swords and Abe using a one-handed saber instead of a two-hander. Everything else will stay the same, pretty much.

As mentioned before, I'm going to focus on putting far more movement and attack options than anyone would need. My to-do list thus far includes:

-Horizontal attack while standing or airborne
-Attack at a 45-degree upward angle while standing or airborne
-Attack straight up while standing or airborne
-Attack while crouching
-Attack at a 45-degree downward angle while crouching or airborne
-Attack downward while airborne
-Downward flying kick while airborne, a la Castlevania
-Wall jumping a la Megaman X
-Dodging while standing and airborne
-Evasive slide while crouching a la Megaman and Castlevania
-Blocking with the same directional options as attacking
-Parrying, which is the usual blocking with perfect timing
-Attacks that break an enemy's guard.
-Dashing while standing or airborne
-Dash attack
-Maybe edge grabbing

Anything else you think I should add?
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eyeliner
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« Reply #36 on: March 01, 2012, 09:53:55 AM »

I love the main character. Great design and moves. Something that for me if off putting is how his feet slide when he arms the bow. It's a minor detail, but I seen it in the first video and the on the rest of them as well.  Roll Eyes
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I'm doing this: Ballin'
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