Skydsgaard
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« Reply #280 on: May 15, 2014, 11:14:09 AM » |
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Hi everyone! @mrKaizen @sKittlefuck Glad you like it guys! Thanks a lot!! Today, Super Time Force has been released, so, before we all leave this current space/time dimension to play the game in a super crazy fun weekend, a little update In the last video, we showed this big mech facing you with a threatening actitude. And after seeing it some people thought of the mech as an enemy/boss Well, sorry for that xD, we were kind of tricking you just to create a little cliffhanger . Actually, you can produce this unit in the game to help you in the fight, by using these big structures spread around the enviroment. We have some game references and ideas about this mecanic, but we prefer to keep it until we have something more defined So, there will be more units figthing by your side that you have to produce. But nothing massive. Just a very limited “army” that you will have to take care of in order to survive the demon hordes. Each single one of your different units will have special attacks, abilities and play diferent roles. Yep, a lot of work to do xD So here are the two new shooting animations for the Bigmamawomba. The first will make mutiple little explosions sweeping the floor. And the another just a single big ka-boom The other animations are for when these little bastards achieve to get close to her, she will not be able to shoot at them. They will do progressive damage to her, so, you must help her and kill the demons before they make too much damage, and repair with the mc if needed. We don't have anything of this yet, so, use your imagination for the moment We are going to use binding points for it, to keep it consistent during the multiple animations of the mech. And just one more thing, a new and great version of Kingdom is rising in KS. We really enjoyed it, so all our support from here Thanks again dudes! Have a nice weekend cu A.S.
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Cakeypigdog
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« Reply #281 on: May 15, 2014, 12:15:01 PM » |
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The more I see of this the more excited I am !! Are you going to the industry workshop concept art thing in August ? I love the white light catching the front planes of her arms in the firing anim. So ace
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Vovosunt
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« Reply #282 on: May 15, 2014, 03:10:14 PM » |
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It's looking great but I have a real issue with the walking animation. The upper body/guns move appropriately while the legs seem to be completely borked up. What I mean is that the back leg always moves forward and the front one just tip-toes a bit and doesn't really change it's orientation at all. Kind of feels like one leg is pointed in the orientation the robot is moving in and the other towards the screen, which really doesn't make any sense.
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christopf
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« Reply #283 on: May 16, 2014, 05:57:12 AM » |
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nice, but i think at the second shoot knockback animation the smoke in the background would naturally be more on the right? just an idea
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Sazem
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« Reply #284 on: May 17, 2014, 08:55:17 AM » |
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Geez! Those animations and environments looks awsome! Really inspirational for my own things too. What application you use to make those animations? Frame by frame? You have so great 3d motion feel in them I would like to have some tips to archieve some day something similar
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Johnny Darko
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« Reply #285 on: May 18, 2014, 03:05:31 AM » |
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Incredible pixel art and animation! When are you guys showing some gameplay?
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atmos
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« Reply #286 on: May 18, 2014, 03:48:42 AM » |
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I am so impressed by the art. The game looks great. Keep up the good work.
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Pixdeo
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« Reply #287 on: May 21, 2014, 06:24:56 AM » |
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Impressive art work! definetly the animation, is what make it shine. I hope to see the game finished soon, you guys are getting big traction, probably going to have ton of downloads. Are you doing spritesheet animations or have any kind of skeletal system?
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Catghost
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« Reply #288 on: May 21, 2014, 07:39:16 AM » |
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That is some rad robot animations. The subtle changes when it walks are what really get me, it almost looks more like 3D than pixel art! Consider me sold. Looking forward to seeing more from where that came from.
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Skydsgaard
Level 1
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« Reply #289 on: May 21, 2014, 01:04:46 PM » |
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Hi everyone! So many talented people these days in the thread... @Cakeypigdog Hi dude! I would really like go but I already have a trip plan for august, maybe the next time glad you like the light effects. @Vovosunt Hi! Thanks for comment I already got a similar feedback from @chevkoch, sorry for the copy paste ^___^U I think this is because I was trying to fake all the characters in the game by posing them in 3/4 profile, not just full profile. In that way, the leg in the background is totally parallel to the screen and the other leg is facing the player. It's a bit tricky to do, at least for me. @christopf you right! Thanks for the feedback fixed @Sazem Thanks!! Photoshop, frame by frame trial and error technique. This is my first pixel project, so I don't have cool tips to give to you. Just see as much pixel art as you can, and learn from the masters ! @Johnny Darko Thanks! as soon as we can we are on it @atmos Glad you like it dude I also enjoyed your galley, and No More Probes is looking rad! @Pixdeo I'm afraid it won't be finished soon, we are just starting, and we are not full time with it but we appreciate your support and positive thoughts! And we are using spritesheet @Catghost Thanks a lot!! Little update; we have been featured in IndieGames.com! We are super happy for this, big thank you!! And these are just the demon caster boost spell and the basic demon to boomer animations (not synchronized) Hope you like it
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barneycumming
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« Reply #290 on: May 21, 2014, 05:10:40 PM » |
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lovely animation work as always- i really like the stylized squared off shapes that smoke/steam goes thorugh coming out the vents on the shooting anim- so cool i prefer it with the slower timing of the older anim- feels more appropriate for the steam as always, can't wait to see more!
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Gas1312
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« Reply #291 on: May 22, 2014, 01:00:53 AM » |
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Always better :Q_______
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karlozalb
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« Reply #292 on: May 22, 2014, 01:21:02 AM » |
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amazing
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Skydsgaard
Level 1
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« Reply #293 on: May 22, 2014, 12:59:41 PM » |
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@barneycumming barneyyyy! Yep, I also prefer the smoke with slower timing. This thing happens to me some times when I export the animation with Photoshop, the timing changes and I still don't know why. Anyway, it's fixed; slower timing, and smoke moved more to the right, like @christopf said. @Gas1312 Hi! Thanks :D:D @Karlozalb Thanks dude. In fact, I have to work on this to a little more, I feel like the caster needs minimun one more frame when he turns around, and the flame of the soul is static, it doesn't move properly. This is also the case of the boomer, and further more, his stomach is too rigid at the end of the fall. I will retake this
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barneycumming
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« Reply #294 on: May 22, 2014, 04:12:44 PM » |
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hi! yep that tweak looks lovely something about watching those different sections of the mech moving against each other- i could watch that all day i think probably the texture contrast- the springiness of the implied connecting tissue with the rigid sections
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HughSJ
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« Reply #295 on: May 22, 2014, 04:46:09 PM » |
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Just saw this for the first time-- seems like you guys have struck a nerve in the best kind of way. There's a nice GitS / Katsuhiro Otomo vibe to it, but still distinctly your own I think. I'm pretty excited to see where you guys go with it.
Speaking of Otomo, have you seen the new short film '
' based on his stuff? Seems like it would be right in your wheelhouse.
Anyway, good luck with dev. Lord knows it gets tough at times.
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Skippi
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« Reply #296 on: May 23, 2014, 04:51:46 AM » |
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And these are just the demon caster boost spell and the basic demon to boomer animations (not synchronized) Hope you like it Any your reply in this topic is AMAZING!!! Congrats Man, this game will be FANTASTIC... sure!
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chevkoch
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« Reply #297 on: May 24, 2014, 01:58:20 PM » |
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Thanks for the update! Always excited to see news from this project. It all sounds and looks very intriguing. One thing that came to my mind watching the above animation: the smoke seems located more in the cartoon department visually compared to the detailed big assist bot. Seeing the big guy out of the environments and action, isolated on its own, I can't help but think these are two worlds art-wise (smoke/mech). In a similar vein, for the demon caster boost spell, I'd want to see how this animation ties in with its other movement set to know if that seems right. But cool on its own. Plus: thanks for the link to Glauber Kotaki's stuff! Looking forward to more of Irkalla.
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Skydsgaard
Level 1
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« Reply #298 on: May 31, 2014, 07:30:21 AM » |
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Hi everyone! @barneycumming Thanks dude @HughSJ wow, that is a huge compliment! Thanks! ^__^ I'm a big fan of both, Shirow and Otomo. And of course, Shirow's work is a great reference for me when designing and animating mechs. About the film, Short Peace, yeah! I just say it the other day and that short for me was one of the best in the movie, reeeeeaally awesome I want to share this with you, this came out a few days ago, may be you have already seen it, but anyway: Project 2501: Homage to Ghost in the Shell. Is crazy amazing, I'm so exited about it. @Skippi Thank for the support dude! that is very motivating @OJ Navarro glad you like it sir @chevkoch Thanks for comment and feedback as always! About the smoke, is this because of the render, the animation? I just made a rough test adding a little volume to see if this can work for you Busy week, just portal hit without dead (left and right) and hit with dead animations And one more thing, we have been featured in some cool websites! - Kill Screen - Nivel Oculto - Chief - VG247 - Game SphereWe are so happy about it. BIG THANK YOU!!!. (if we missed some, heads up are very welcome)
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« Last Edit: May 31, 2014, 09:29:15 AM by Skydsgaard »
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