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880102 Posts in 33020 Topics- by 24386 Members - Latest Member: tu3sday

May 25, 2013, 06:48:24 PM
TIGSource ForumsPlayerGeneralFight Thread Pollution! Post here if it's not worth a new thread!!!
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Author Topic: Fight Thread Pollution! Post here if it's not worth a new thread!!!  (Read 868976 times)
Gimym TILBERT
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« Reply #13335 on: November 24, 2012, 04:21:15 PM »

thanks

@sinclair
Gotcha  Evil


EDIT:
Remember when I said that space shooter has disappeared? Now there are coming back all the rage, all procedural with infinite universe and infinite customization, lead by elite dangerous and wing of commander sequel... BEWARE OF THE BLACK SHOOTER!

Too bad the genre is so niche that there is no way to have decent variation of theme and visual aspect. While I'm talking about it, more descent like please too!
« Last Edit: November 24, 2012, 06:19:29 PM by Gimmy TILBERT » Logged

cubertron
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« Reply #13336 on: November 25, 2012, 10:55:57 AM »

What is the best possible way to animate a character made in adobe illustrator + Making the sprite sheet quickly?  Embarrassed
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« Reply #13337 on: November 25, 2012, 11:17:04 AM »

I just started doing that.  I use Blender to animate vector/bitmap images, you import them as planes.  Subdivide the plane several times for smoother deformations.  If its composed of several parts, you connect them via skeleton you might have to space the parts out along the Z axis.  You'll have to learn about key frame animations in blender, and export the resulting animation as pngs.  You can bring the pngs together into a sprite sheet using graphics gale export options or image magick.

It sounds complicated but once you get the hang of it, it's a very efficient way to animate.

this talks about how to export with the correct settings:
http://flarerpg.org/tutorials/isometric_tiles/

you'll also have to turn on shadeless, face textures, face textures alpha in the materials tab of the image plane, and pre multiply in the textures tab of the image plane.

here's a tutorial on keyframe animations:
http://www.youtube.com/watch?v=CFFhgutjZQk

it covers building a skeleton, rigging it with automatic weights, and also goes into the animation dialogs but all you need to know is how to enter a keyframe along the timeline. pm me if you need more help.
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zalzane
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« Reply #13338 on: November 25, 2012, 07:40:52 PM »

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caiys
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« Reply #13339 on: November 26, 2012, 02:00:52 AM »

^came buckets 10/10


You know like how you often get an indie dev who has done all the art and code for a commercial gam but then got somebody else to do the soundtrack. Is there some sort of common established agreement for how this works in terms of payment? Would it be a profit share, or pay them up front for rights, or do they just donate it in exchange for showing a "Buy official OST"?
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nikki
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« Reply #13340 on: November 26, 2012, 04:46:58 AM »

Quote
What is the best possible way to animate a character made in adobe illustrator + Making the sprite sheet quickly?


I'd say Flash
and this cs6 functionality

if i remember corectly there used to be some spritesheet option in the Starling framework too,
and since it's an adobe only workflow, it works quite well you can just import / export straight from to illustrator to flash
« Last Edit: November 26, 2012, 07:12:37 AM by nikki » Logged
moi
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« Reply #13341 on: November 26, 2012, 06:31:40 AM »


You know like how you often get an indie dev who has done all the art and code for a commercial gam but then got somebody else to do the soundtrack. Is there some sort of common established agreement for how this works in terms of payment? Would it be a profit share, or pay them up front for rights, or do they just donate it in exchange for showing a "Buy official OST"?
" pay them up front for rights" would be the best solution, you can also search for royalty free music if your budget is limited
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lelebęcülo
Gimym TILBERT
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« Reply #13342 on: November 26, 2012, 11:55:01 AM »

http://www.amazon.fr/Waldo-Papaye-Vol-1-Collectif/dp/2917623284

I forget to say the comics I was helping on is out, the next one is coming.
Okay it's in french only right now ...
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moi
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« Reply #13343 on: November 26, 2012, 03:11:00 PM »

Quote
waldo papaye
woulol
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lelebęcülo
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« Reply #13344 on: November 26, 2012, 03:22:19 PM »

Awesome! It's always fun seeing something you've done out and with a price tag on it, isn't it?

What is your role in the comic writing process?
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Gimym TILBERT
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« Reply #13345 on: November 26, 2012, 04:01:00 PM »

Well it was an artist who could not be published, I have brought to him an universe and he ran with it and found a publisher right away.

So it's from the initial archetypal concept I have created, about a universe set in caraibean folklore, re actualize for modern audience and change the tones from victimization to heroic and mystical (slavery and colonialization is all our history so it's either guilt or victimhood).

Basically I did the equivalent of the "Dnd book" (here it sorcerer and soukouniant (local demon)), he run with it and have done a campaign.
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Player Ʒ
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« Reply #13346 on: November 26, 2012, 05:50:34 PM »

Today, I learned that it may and/or may not be possible to use a Kinect for cheap motion capture.
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Gimym TILBERT
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« Reply #13347 on: November 26, 2012, 05:55:45 PM »

You can but you need some serious setup and some limitation on some movement... but raw kinect with vanilla soft is out of question. Be sure you use good software or create your own (hint: feet planting will be a nightmare).

I actually plan on doing a kinect oriented animation studio BUT never 1:1 motion, more like a puppet interface.
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moi
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« Reply #13348 on: November 26, 2012, 06:26:50 PM »

woulol
Yo gilbert, I just invented the term "woulol", you should introduce its usage in the local circles.
It's a mix of the local expression "woulo" and of "lol".
I'll let you light the way of my lingua nova to the masses.
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lelebęcülo
Gimym TILBERT
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« Reply #13349 on: November 26, 2012, 08:50:05 PM »

I don't do nova, I only do quasar and black hole
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