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Kekskiller
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« Reply #7110 on: December 02, 2010, 01:49:21 PM » |
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textures and shameless copies of fez' pixel sculpturing approximation fakes in random computer graphics class projects  looks like this in action  there's also a linux binary of this: http://dl.dropbox.com/u/1758999/Programs/openglcrane.tar.gz
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« Last Edit: December 02, 2010, 02:03:04 PM by Kekskiller »
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saibot216
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« Reply #7111 on: December 02, 2010, 04:13:52 PM » |
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Looks cool! Reminds me of LSD Dream EMulator for some reason, is that bad?
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namragog
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« Reply #7112 on: December 02, 2010, 04:20:34 PM » |
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A new screen!It's the Glade of the Damned, a section of the first cliff of Sheol. (Don't ask... yet  )  Feedback wanted please!
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Namragog. I love you. Be creepy forever. 
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Guillaume
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« Reply #7113 on: December 02, 2010, 05:29:09 PM » |
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You might want to make these trees a bit more irregular...otherwise, good start! Is that character a baddie?
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Chris Whitman
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« Reply #7114 on: December 02, 2010, 09:16:58 PM » |
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I am starting work on an update to the ol' 2D skeletal system using area-preserving deformations of a single image instead of stitching together separate limb graphics. I bought some time for it by negotiating with my animation prof to submit it in lieu of our final assignment.
I'll post screenshots eventually if I can get the damn thing to run!
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Formerly "I Like Cake."
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John Sandoval
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« Reply #7115 on: December 02, 2010, 09:25:26 PM » |
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instead of stitching together separate limb graphics. I bought some time for it by negotiating with my animation prof to submit it in lieu of our final assignment.
I tried to do that for the project I'm working on now. Each limb was to be affected by gravity, speed, direction, etc. Basically like a ragdoll. What I got was a horrible, horrible atrocity.
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increpare
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« Reply #7116 on: December 03, 2010, 01:10:20 AM » |
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I am starting work on an update to the ol' 2D skeletal system using area-preserving deformations of a single image instead of stitching together separate limb graphics. I bought some time for it by negotiating with my animation prof to submit it in lieu of our final assignment.
heh - hope it turns out interesting 
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Draknek
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« Reply #7117 on: December 03, 2010, 01:26:34 AM » |
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I'll post screenshots eventually if I can get the damn thing to run!
Sounds like a really interesting idea, I want screenshots and video! I tried to do that for the project I'm working on now. Each limb was to be affected by gravity, speed, direction, etc. Basically like a ragdoll.
What I got was a horrible, horrible atrocity.
Horrible atrocities exist to be documented and shared.
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ANtY
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« Reply #7118 on: December 03, 2010, 04:42:41 AM » |
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A new screen!It's the Glade of the Damned, a section of the first cliff of Sheol. (Don't ask... yet  )  Feedback wanted please! something more about project pl0x? :D
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saibot216
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« Reply #7119 on: December 03, 2010, 12:07:38 PM » |
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A new screen!It's the Glade of the Damned, a section of the first cliff of Sheol. (Don't ask... yet  )  Feedback wanted please! Very cool. He's in a forest right?
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namragog
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« Reply #7120 on: December 03, 2010, 01:46:48 PM » |
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Namragog. I love you. Be creepy forever. 
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Hempuli‽
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« Reply #7121 on: December 03, 2010, 03:08:58 PM » |
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I approve! Looks interesting, though it's hard to tell what that buoy-like thing is.
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Kekskiller
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« Reply #7122 on: December 03, 2010, 03:51:11 PM » |
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I approve! Looks interesting, though it's hard to tell what that buoy-like thing is.
originally, it was some kind of robotic arm with movable parts we had to make (with a light at it's end). I altered the textures etc a bit to make it look more like a crane on high sea. guess this proves that I failed (kind of), whatever.
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VideroBoy
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« Reply #7123 on: December 04, 2010, 03:44:43 PM » |
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My two major projects are using Löve. Placeholder graphics. I need to draw the player's attack animation [template] and give the NPCs better wandering behaviour and some flocking.  I need to figure out how the AI algorithm for the grey ship will work.  I also have a third C++ project about shader-based, hardware accelerated vector graphics including bézier curves, though OpenGL's VBOs aren't working for me lately.
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Fifth
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« Reply #7124 on: December 04, 2010, 04:11:39 PM » |
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 More 2D/3D tile-based engine thingy goodness!
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