Azure Lazuline
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« Reply #3540 on: March 04, 2015, 05:44:32 PM » |
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LucasMaxBros: JWK's image specifically marked two places that were easy fixes and you still missed one somehow. I think you need to cut down on the amount of frames so you can actually focus on individual things. You're so reluctant to do big changes since it means you have to change all 20 frames or whatever. Simplify it so you can actually focus on individual frames! Canned Turkey: PLANET TORD anyway, it looks like some simple fun, although you should try having the toad jump in from the top/bottom if you go off the level instead of just "poof" - just a small detail that I think you probably would have gotten around to anyway, since it looks like you just didn't do transitions yet
I've been trying to make the transformation sequence more obvious:
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LucasMaxBros
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« Reply #3541 on: March 04, 2015, 06:26:27 PM » |
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LucasMaxBros: JWK's image specifically marked two places that were easy fixes and you still missed one somehow. I think you need to cut down on the amount of frames so you can actually focus on individual things. You're so reluctant to do big changes since it means you have to change all 20 frames or whatever. Simplify it so you can actually focus on individual frames!
I think I see what part I missed. Also, it's 12 frames...And I have been working on them individually for a hours. And I already did simplify it, it use to be more complex. I guess I'll simplify it more.
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Canned Turkey
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« Reply #3542 on: March 04, 2015, 08:48:10 PM » |
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Canned Turkey: PLANET TORD anyway, it looks like some simple fun, although you should try having the toad jump in from the top/bottom if you go off the level instead of just "poof" - just a small detail that I think you probably would have gotten around to anyway, since it looks like you just didn't do transitions yet That's a good idea for the menu. I was thinking about the levels starting with the toad crashing the current ship onto the starting point. Also you're the second person to point out planet tord so i'll change that now.
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gimymblert
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« Reply #3543 on: March 04, 2015, 11:17:56 PM » |
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LucasMaxBros
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« Reply #3544 on: March 04, 2015, 11:43:16 PM » |
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That's great and all, but I'm redesigning her since the last few designs haven't really been doing it for me. Thanks for the info anyways!(Though I don't really care to do jiggle physics anyway)
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gimymblert
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« Reply #3545 on: March 05, 2015, 11:18:49 AM » |
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That's not just for you and it's about the politics of breast physics since everyone was concern about it. How do they happen in game, why this way, what does women think about it (hint: they hate it when it move too much, they hate it when it's a static mesh)
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Cobralad
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« Reply #3546 on: March 05, 2015, 01:33:39 PM » |
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wow, i caused a nuclear war( well, im more satisfied with current thing because i didnt liked that breast were lazily cut-and-pasted, while torso was static. Its a common thing for artists to make breast the most detailed thing on picture, while ignoring other stuff that is more vital in perception of human figure.
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tso
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« Reply #3547 on: March 06, 2015, 02:14:30 PM » |
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SuperSportsBall; pinball level with laser/tron-trail modifier. Bouncers are bouncey, and opposing team is stunned by trail
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Canned Turkey
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« Reply #3548 on: March 06, 2015, 04:24:14 PM » |
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sam_suite
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« Reply #3550 on: March 07, 2015, 12:24:30 PM » |
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RADON has a new map interface!
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kverkagambo
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« Reply #3551 on: March 07, 2015, 01:25:32 PM » |
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A gif from my game: It's weird that it took seven updates to make the first gif of the screen.
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SeanNoonan
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« Reply #3552 on: March 07, 2015, 10:33:27 PM » |
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This thread needed more bounce.
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GhostBomb
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« Reply #3553 on: March 08, 2015, 03:03:50 AM » |
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gif seems to be running a bit fast.
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matriax
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« Reply #3554 on: March 08, 2015, 03:04:38 AM » |
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« Last Edit: March 08, 2015, 08:02:08 AM by matriax »
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eliasdaler
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« Reply #3555 on: March 08, 2015, 09:48:03 AM » |
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Breaking floors with a big hammer.
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Sik
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« Reply #3556 on: March 08, 2015, 10:29:52 AM » |
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gif seems to be running a bit fast.
GIF has a resolution of 10ms (100Hz), if the duration of a frame isn't a multiple of that you'll have to compensate somehow.
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LucasMaxBros
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« Reply #3557 on: March 08, 2015, 01:52:20 PM » |
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So after some redesigns and chatting about some ideas with friends, the character now looks like this. I think it's better, but I still see a few things that irk me (like the ears, and torso doesn't feel like it's turning enough). This gif might be a little jittery since I reconstructed it in different way than normal. Tell me if I missed anything vital, since I'm only a newbie at this. @eliasdaler: Liking what I see. Maybe put some more POW into that hammer charge? Seems like a lot of build up but no special follow-up animation (Though it could be because you're falling and the animation stopped).
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eliasdaler
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« Reply #3558 on: March 08, 2015, 02:38:27 PM » |
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@LucasMaxBros yep, it probably looks weird because of the sudden fall. Here's how it looks normally:
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LucasMaxBros
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« Reply #3559 on: March 08, 2015, 04:39:51 PM » |
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Yeah, that's looking good. Can't wait to play this since it has lots of similarities to aLttP. Think I'll follow ya!
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