standardcombo
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« Reply #740 on: November 25, 2016, 11:11:29 AM » |
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That's awesome! Thanks for the reference. Lots of cool things on their archive.
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Pizzamakesgames
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« Reply #741 on: November 25, 2016, 01:53:45 PM » |
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By page 39 you've probably heard this often enough but I just stumbled upon this and am really impressed with your minimalistic art style and great animation work. Not a lot of games sporting this style around, Candy box and SanctuaryRPG come to mind. Have you've taken a look at those yet?
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standardcombo
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« Reply #742 on: November 25, 2016, 03:52:57 PM » |
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Thanks. Yes I'm familiar with those. In fact Rafael, who is designing and composing the audio for the game, he did the OST for SanctuaryRPG.
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standardcombo
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« Reply #743 on: November 26, 2016, 12:18:32 AM » |
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New icon design. Thoughts? I may have to tighten the frame more, dropping the hand and body. Edit. the revised versionThis demonstrates how I've been developing the use of color to give more depth to large designs. It's also useful for breaking apart shapes, as seen in the single highlight of the jaw connection " ) " Here's the original design of Pallas, the Skinless as reference. Some things like the jaw and neck were redesigned. Notice how I ended up flipping the direction. This is because of how app stores usually layout the page. The icon tends to be on the left side. As per layout best practices, you want anything with eyes looking towards the center of the page to retain attention and guide the user's eye towards more of your content, instead of someone else's content. _.---._ / \ |.- ,- |__ \ *) *) |\_/\ ) ^` (/(\ \-\ `v"uuV` // |-| | <..<' /-/ _______.-._____.-,._ | _ ,-.|-|.-(_.-----`-'-----.\¯\¯` | ( ( /\ / ) \)| . //(`._'`-' / ) (_| |_ // (`._/\`-' / `-'¯'-) /( `._/ `.-' / | (v) .-.\-\.-. | | // ( ( \-) ) ) | _ // \ `-' /_ / | \_ __// ('`--^--'v ) ) | \/`/'-`. \( )/ _ ,,, \ / / `( '`) \\ // _/ \`_/ | | ` \ │ O__ \\ //,-'_)-' _ ) | ' ┼/|)♥) )\/(.-.___.-/ \._ \ | / \¯ (_(._)_.---._)_)._)_>\/
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« Last Edit: November 26, 2016, 02:01:03 PM by standardcombo »
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RafaelLangoniSmith
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« Reply #744 on: November 26, 2016, 04:32:04 AM » |
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Thanks. Yes I'm familiar with those. In fact Rafael, who is designing and composing the audio for the game, he did the OST for SanctuaryRPG.
What better opportunity to post another track? Here's Haunted Crypt, fresh from the oven! https://soundcloud.com/rafael-langoni/stone-story-204-haunted-cryptThis track was done almost entirely on a modular system from EMW, a Brazilian independent maker. With this pieces, and the quality of the sounds, I think I've been achieving a longtime goal of mine of writing in a more elegant and minimalist manner, which in turn completely fits with Gabriel's art and proposal. Super satisfied!
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nathy after dark
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« Reply #745 on: November 26, 2016, 03:34:45 PM » |
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@RafaelLangoniSmith I meant to post this after the last time you shared a track, but I love the sound you've got going. Gets me totally hyped for the game!
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Zorg
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« Reply #746 on: November 26, 2016, 04:59:33 PM » |
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New icon design. Thoughts? In my eyes, your avatar is a much better icon than the skull.
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RafaelLangoniSmith
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« Reply #748 on: November 27, 2016, 04:25:15 AM » |
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@RafaelLangoniSmith I meant to post this after the last time you shared a track, but I love the sound you've got going. Gets me totally hyped for the game!
Thank youuuuuu!
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Jasmine
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« Reply #749 on: November 27, 2016, 07:49:25 AM » |
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I second Rafael's work. I would love to see a video of you creating a theme, or even just a video of you improvising on your modular synths!
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« Last Edit: November 27, 2016, 09:11:49 AM by M4uesviecr »
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rcastoro
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« Reply #750 on: November 27, 2016, 07:52:23 AM » |
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This is incredible, thanks for breaking the mold.
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Pizzamakesgames
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« Reply #751 on: November 27, 2016, 11:25:07 AM » |
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Very rad track. Looking forward to playing both SanctuaryRPG and Stone Story RPG to listen to your music if nothing else (though I'm sure there is much else).
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standardcombo
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« Reply #752 on: December 04, 2016, 10:18:33 PM » |
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The Anvil screen is more or less done. Started working on the full screen Hammer Hit animation. It will swing from the bottom right corner of the screen, moving towards the center of the screen and forward (away from camera). It will strike the anvil, making the screen go full white for a couple of frames. Afterwards, the hammer will move back away and a VFX will animate on another layer, away from the contact point, revealing the final crafted item. If the craft fails, there will be a different VFX and sound. Camera shake being considered.
_ |\`.______ |O\_\-----' Small icon version of the hammer \/_/
Main landing frame (keyframe A):
/`-._ / `-._ / / / / Flat front part of the hammer `-._ / `-._/
____ / /`-._ / / `-._ / / / / / / \ / / \/ / `-._ / `-._/
__ / \`-._ / \ \ / /`-._\ / / / \____/ / `'-.`-._/ __ / \`-._ /_ \ \ /(/ /`-._\ / / / \____/ /`-._ `'-.`-._/`-._ `-._ `-._ `-._ `-. `, `-´ __ / ´\`-._ /_ \ \ /(/ | | / / | \,___.´`-._ / `'-.____.´
____ / /|`-._ /_ ' \ /( ` | | / ' | \ _.´ \_.-´ / `'-.____.´
__ / ´|`-. /_ | \ /(/ | \ / `/`-._ \ \,.-'´´`-._`| `'-------´
__ / ´|`._ /_ | `. /(/ | | / `/:. ' \_.-'´ ':/ `'--._.´
__ / ´|`._ /_ | `. /(/ | | / `/:. , \_.-'´ ':/ `-. `'--._.´`-._ `-._ `-._ `-._ `-._/
__ / ´|`. /_ | `. /(/ | | / `/:. , \_.-'´ ':/`-. `'-.,_.´-._ `-._ `-._ `-._ `-._/ __ / ´|`. /_ | `. /(/ | | / .':. / \_.'´ '/ `-._ `-.___.´ `-._ `-._ `-._ `-._ `-._/
_______________ ____________ |¯¯¯│ / ´|`. │───────. '. │ /_ | `. │ .·' `.│ /(/ | | │ .·´ │ / .':. / │,´ '. \_.'´ '/ `-._ .' )_________`-.___.´_`-._ `-._ [_______________________`-._ `-._ `-._ `-._ `-._/
Frame of the Hammer's head facing camera (keyframe B):
/`-._ / `-._ / `-._ / _ /\ / /´ `\ \ / \ / /´ \ / ¯ \ `-._ \ `-._ , \ `-./____________/
/`-._ / `-._ / `-._ / `-._ / .-. /\ / ( ) \ / `-´ /´ \ `-._ \ `-._ \ `-._ , \ `-./____________/
First frame, entering view from lower corner: ____ / /`-. / / `-. / / `- / / / / / / _ / / /` / / \_ \ / \/ `'-._ `'-.
At this point I calculate we need 3 more frames between keyframes A and B. That will give us a total of 6 frames of animation. At 30fps that's 200ms for the down-swing. After the hammer hits we will reuse some of these frames for the up-swing. However, the up-swing needs to accelerate from 0, therefore we will repeat the landing keyframe A at least one time and also add an extra 7th frame to give a slower initial velocity on the way back up. Furthermore, we don't need the up-swing to be at 30fps, which means some clever things can be done to reduce the work and still get the up-swing with a velocity that feels right.
Half-way frame (frame #4): __ / `'--., / ´ \. / ,-. .\ / \_/ | \ / | . `. /´ | | `. _,.-'´`.| `´-'´ _,.´ `. `'--'´ `-. `. `-´
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« Last Edit: December 04, 2016, 11:24:24 PM by standardcombo »
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standardcombo
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« Reply #753 on: December 04, 2016, 11:59:32 PM » |
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Progress so far
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JobLeonard
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« Reply #754 on: December 05, 2016, 12:13:11 AM » |
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Bang bang Santos' Silver hammer came down Upon his head dodo dodo dooo
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Nugget Team
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« Reply #755 on: December 05, 2016, 07:41:44 AM » |
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This minimalist aesthetic looks amazing, we think that it's a really smart idea and very engaging .We're waiting for some news!
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JobLeonard
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« Reply #757 on: December 06, 2016, 12:52:24 AM » |
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That last gif is a noisy gif
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standardcombo
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« Reply #758 on: December 06, 2016, 07:06:19 AM » |
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You're right. As a loop it's rough to look at. I expect as a one-shot effect it will work better. If not I'll change it. I'll post the full composition when complete.
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JobLeonard
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« Reply #759 on: December 06, 2016, 07:11:06 AM » |
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It was a compliment I meant noisy as in "I hear (well, "feel") the sound when the screen flashes"
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