Sabaku
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« Reply #80 on: January 23, 2015, 04:59:43 AM » |
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I'm sure I wouldn't be the only one excited to watch something like that I would love to see your pixel-process
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oodavid
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« Reply #81 on: January 23, 2015, 08:01:25 AM » |
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I present you the blocker mutation. Why does he turn into a giant cock and balls? yeah alright , it looks a little bit like that . The name is no more blocker, but overlord by the way. It could give some kind of orders to the horde. It's not just a direction indicator. the first trial was just a normal zombie, indicating a direction with his arm to show the way, but the overlord is an important mutation which prevents definitely the zombie to walk. So i had to find a design wich looks anchored into the ground. I feel like a bad man, but I have to say what I see! If you want an alternative non cock-and-balls affair, maybe something that looks like an aerial root? Or ignore me. That's probably your best option.
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IGorGe
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« Reply #82 on: January 23, 2015, 12:59:06 PM » |
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No worries! It'd be awesome if you recorded a process video of how you make these animations, I'm sure I wouldn't be the only one excited to watch something like that I never record myself before, but why not. i'll try this for the next big animation that I will do. Tank-spitter will be alright. but not right now, I have many things to do before that. cheers !
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IGorGe
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« Reply #83 on: January 23, 2015, 01:02:52 PM » |
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I present you the blocker mutation. Why does he turn into a giant cock and balls? yeah alright , it looks a little bit like that . The name is no more blocker, but overlord by the way. It could give some kind of orders to the horde. It's not just a direction indicator. the first trial was just a normal zombie, indicating a direction with his arm to show the way, but the overlord is an important mutation which prevents definitely the zombie to walk. So i had to find a design wich looks anchored into the ground. I feel like a bad man, but I have to say what I see! If you want an alternative non cock-and-balls affair, maybe something that looks like an aerial root? Or ignore me. That's probably your best option. actually I'm not bothered by this penis affair
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Canned Turkey
Guest
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« Reply #84 on: January 23, 2015, 01:49:13 PM » |
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No worries! It'd be awesome if you recorded a process video of how you make these animations, I'm sure I wouldn't be the only one excited to watch something like that I never record myself before, but why not. i'll try this for the next big animation that I will do. Tank-spitter will be alright. but not right now, I have many things to do before that. cheers ! Here's what I use for process videos: https://code.google.com/p/chronolapse/
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IGorGe
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« Reply #86 on: January 29, 2015, 03:40:56 AM » |
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Miziziziz
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« Reply #87 on: January 29, 2015, 07:17:13 AM » |
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This looks awesome, keeping , my eye on thia
When you make the animations, do you use references?
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IGorGe
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« Reply #88 on: January 30, 2015, 01:46:07 AM » |
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This looks awesome, keeping , my eye on thia
When you make the animations, do you use references?
Hi Miziziziz and thanks a lot. Most of the time i don't use references for animation but sometimes i need some inspiration of course. for exemple: the climber could jump from wall to wall like a ninja or a nimble beast, so i took my inspiration from mark of the ninja to make it . Jumper is not yet implemented in the game right now. i'll make a video later.
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Goscalyon
Level 0
Programmer and Gamer
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« Reply #89 on: January 30, 2015, 04:13:26 AM » |
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This is really cool! I love to see some action
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IGorGe
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« Reply #90 on: February 26, 2015, 02:05:40 AM » |
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We will be at the SXSW Festival in Austin from March 13 to 15, there will be playable demo available and we hope some of you will be there to test it. For the occasion we made a small ingame trailer :
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oodavid
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« Reply #91 on: February 26, 2015, 02:24:55 AM » |
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Awesome trailer! Really good to see some of the described mechanics in action, let me play!
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oodavid
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« Reply #93 on: March 11, 2015, 09:13:30 AM » |
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Well done about SxSW! Good luck this weekend, hope you have a ball Thanks for sending over the demo earlier this week, it was really fun to play with and from that article I'm happy to see a few mechanics and interfaces are getting even tighter, it'll serve to make the game better!
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Fenrir
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« Reply #94 on: March 11, 2015, 09:24:50 AM » |
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What? A demo? We just need to say "let me play!" to receive it?
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Fenrir
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« Reply #96 on: April 07, 2015, 11:44:05 PM » |
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Really nice! And I'm quite interested by the rain effect, how is it done?
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IGorGe
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« Reply #97 on: April 09, 2015, 07:07:33 PM » |
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This is actually really simple. The rain is just a plane with a uv panning texture. The water splashes on the ground are animated particles. The lighting effect was a little bit more tricky. We had to use a post effect shader to get the rim light of the foreground/middleground.
The system lets you add rain and/or thunder with a bunch a parameters to control frequency and intensity.
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karlozalb
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« Reply #98 on: April 10, 2015, 04:24:04 AM » |
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The overall effect is just awesome.
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IGorGe
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« Reply #99 on: June 24, 2015, 04:30:51 AM » |
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Hi there , long time no see we have been very busy to do some level design lately, So the game start here, in down town where drugs and gangs live by their own rules. Cinema is inspired by the one in "thriller" my homage to one of the best zombies scene ever.
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