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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 02:09:51 PM

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241  Community / Jams & Events / Re: South Bay Micro Jam 3 (Fri Dec 3rd) on: December 03, 2010, 11:52:01 PM
Since none of us here is reading this thread, I'll just use this as my secret gossip diary...

Dear diary...
Abe lincoln in a karate outfit is sexy
242  Community / Jams & Events / Re: South Bay Micro Jam 3 (Fri Dec 3rd) on: December 03, 2010, 04:04:10 PM
thanks man, but I'll be driving down.  I gotta head back to the apartment at night, so it's best I have my own ride.
243  Jobs / Offering Paid Work / Jison / Javascript programmer needed on: December 02, 2010, 03:02:18 PM
I'm looking for a jison (bison for javascript) / javascript programmer to work with me on a small project for some extra cash.  Pay negotiable.  Details discussed in private.  I apologize for being vague.
244  Community / Jams & Events / Re: South Bay Micro Jam 3 (Fri Dec 3rd) on: December 02, 2010, 01:43:18 PM
need a ride, phubans?
245  Developer / Art / Re: show us some of your pixel work on: December 01, 2010, 01:21:10 PM
Monsoon2D (ben) actually animated the two shown here.  For the gears on the steampunk, I actually supplied him with the gear rotation rough-animation which he cleaned up, but for everything else (and most animated things in general, unless it's a very mechanical-type animation) we animate by hand frame-by-frame.
246  Developer / Art / Re: show us some of your pixel work on: December 01, 2010, 01:10:22 PM
JR Hill:
well technically there were no lights set to the scene besides full ambient - but yes, the colors were painted as such as to reflect a top-down light.  The reason for this is simple; so we can flip all the right-facing frames to the left without causing some weird lighting inconsistencies - halving our workload.

Chumez:
Thanks! Nope, as explained in my previous post, the polys were simply painted flat colors in full ambient light (no shading).
247  Developer / Art / Re: show us some of your pixel work on: December 01, 2010, 10:29:20 AM
thanks a bunch guys,

if you're curious about the process, here's what I did.  I made a decision early on that I'd model the trains in 3D before starting the pixel process.  Otherwise, the vast majority of the process would have just been measuring angles and proportions by hand to be consistent across all angles *before* even really starting the pixel rendering process...

so I made a model and set a 100% white ambient light to the scene.  Instead of texture mapping, I simply painted the faces of the model with solid color - just enough for me to keep track of all the detail later on in the pixel renders...



Sometimes I'll duplicate+invert+expand the model to provide a rough outline to help keep track of detail...


Then I render out the frames at game-scale...



then i pixel over them to a polish.
248  Developer / Art / Re: show us some of your pixel work on: November 30, 2010, 11:29:51 AM
Just thought you guys might be interested to see some of the stuff I've been doing at work..

249  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: November 23, 2010, 01:55:47 PM
Welcome miascugh!

Glad to see you over here!  Now you can show up my pixels around every corner.
250  Player / General / Re: Kinect... Racist?! on: November 08, 2010, 04:42:31 PM
...Or wear really short skirts only...

Yes please.
251  Developer / Art / Re: Art on: November 08, 2010, 03:46:38 PM
Dear Xion,

Please stop drawing the same guy over and over unless you actually start making the game featuring him.  You see, it's so awesome it makes me want the game but it has yet to exists and that makes me cry in my bed at night.

Sincerely,
-Dan
252  Community / DevLogs / Re: Fable Demake - Fableous on: November 08, 2010, 03:41:42 PM
I immediately knew it was you, snake.  The wood bits were a dead give-away.  Its nice to see you're still alive and owlboy hasn't turned you into a zombie.  By the way, you need to be on my buddy list somewhere... just thought you should know.
253  Community / DevLogs / Re: Treasureline on: November 08, 2010, 03:14:01 PM
I'm kind of disappointed that you got rid of the awesome fluid flying-style control.  Ah well
254  Community / Jams & Events / Re: SF/Bay Area get together? on: November 02, 2010, 08:49:38 PM
Sounds fun.  I might be able to go Smiley
255  Community / Jams & Events / Re: Post in this thread if you (were) here! on: November 01, 2010, 04:45:12 PM
I should probably post my face-thingy along with all the other face-thingies...

To everyone I met there but didn't exchange contact information - go ahead and just add me to facebook...

http://www.facebook.com/dan.fessler

or msn:
[email protected]

or AIM:
itsdanboy
256  Community / Jams & Events / Re: TIGJam 3: Dates! on: November 01, 2010, 12:16:25 PM
Twas insanely awesome indeed.  So glad I went.
257  Community / Jams & Events / Re: Post in this thread if you're here! on: October 28, 2010, 01:52:11 PM
In case anybody wants to say hi.  I look like this...

http://dl.dropbox.com/u/13350050/Photo%20on%202010-10-28%20at%2014.50.jpg
258  Developer / Art / Re: Art on: October 18, 2010, 11:04:30 PM
that is so brilliant, Xion
259  Developer / Art / Re: Art on: October 18, 2010, 08:16:21 PM
googling Dan Tabar can be a traumatizing experience...

Thanks guys!  The game actually isn't about the bully, he's just one of several awesome choosable characters for a much more interesting game concept.  I'm actually looking for a unity coder to collaborate with if any of you are interested. Wink
260  Developer / Art / Re: Art on: October 18, 2010, 10:08:33 AM

for a game i'm working on...



concept:
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