Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

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

April 03, 2024, 08:23:28 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: [1] 2
1  Developer / Art / Re: show us some of your pixel work on: June 28, 2009, 08:29:54 PM


Work in progress, for adult/educational compo.
Smiley Hand Thumbs Up Right

That's totally gonna be in the adult category, right?
2  Developer / Art / Re: Art on: June 25, 2009, 10:29:31 PM
Was working on my comic today. this page turned out badass enough to stand on it's own.

3  Developer / Art / Re: Learning Traditional Animation... on: June 21, 2009, 12:20:32 PM
lets see if i've lost my speedy draftstyle. i'll try to get something done in a few hours.

EDIT: done. i decided to make a stick figure animation. But his head does serve as the basic "ball" animation.

Click Here
4  Developer / Art / Re: Learning Traditional Animation... on: June 18, 2009, 01:14:44 PM
I'd be down for that.
5  Developer / Art / Re: Learning Traditional Animation... on: June 10, 2009, 10:07:09 PM
Here's an 8-frame walk cycle for the Commedia Dell'arte game I'm working on- it's for Brighella.



the legs need to show some signs of foreshortening. Right now it just looks like he's dancing in place.
6  Developer / Art / Re: Art on: June 10, 2009, 06:51:31 AM
Indeed.

One thing that's pretty easy to note: The hand looks like a foot.

yeah, i noticed that. I would have spent more time on the anatomy and such, but i wanted to focus on coloring.
7  Developer / Art / Re: Art on: June 10, 2009, 06:04:46 AM


decided to do some color theory practice. She was nude, but photobucket would take it down.
8  Developer / Art / Re: Learning Traditional Animation... on: June 09, 2009, 04:26:08 PM
if you're using anything below CS4. set your FPS to 24, don't use the default 12.

I actually am using CS4. Should I be doing something else then?

Thanks for the info though.. Any ways to cut out frames seems like a good idea Smiley

nah, i said that because all flash versions before CS4 used a default FPS of 12.

But CS4 uses 24 as it's default. so you're good.
9  Developer / Art / Re: Learning Traditional Animation... on: June 08, 2009, 10:05:08 PM
here's a little tip i picked up from my vast experience with flash.

if you're using anything below CS4. set your FPS to 24, don't use the default 12.

      why? because the common trap new animators fall into is drawing a billion frames for something that could easily be cheated. If you set your FPS to 24, and make each frame of animation span 2 keyframes, you're now at 12 fps again. except now, since you're really running at 24, you can allow for a larger range of movement speed without it getting too choppy.

think of it this way.
let's say the action being performed is a punch.

we have the stance, the beginning of the swing, the apex of the swing, and the retraction of the arm.

Instead of animating say, 50 different frames, we could do the same action in nearly half of that. If we stretch the frames at the slowest part of the movement, we don't have to draw a bunch of duplicate frames.

In such cases, using less, "Stretched", frames for slow actions gets rid of your animation wobbling all over the place when the character isn't really doing much.
10  Developer / Art / Re: Art on: June 04, 2009, 12:47:05 PM
I love his hair- the eyepatch is also pretty spiffy. Does he have a name yet?

I'd hate to be bleedingly obvious, but it's Robin.  Undecided
11  Developer / Art / Re: Art on: June 03, 2009, 04:39:06 PM



decided to draw in Pchat after about a year of not touching it.


i'm pleased with the results.
12  Developer / Art / Re: TIGSource: Renditions! (current subject: NAIJA!) on: May 27, 2009, 09:00:00 AM
Well i didn't cheat. I had the urge to get all painterly-like.


13  Developer / Art / Re: show us some of your pixel work on: May 12, 2009, 04:19:52 PM
Lookinnn good Masna.  I've been thinking a lot about RPG themes lately.  Love to see a mockup.

On an unrelated note,
ever since i been ridin / on that subway train . . .



that style reminded me of this for some reason.


14  Developer / Art / Re: tigsource draws robots on: May 11, 2009, 09:47:38 PM


Can you believe he's Nine Hundred years young?
15  Developer / Design / Re: Genre Mash-Ups on: May 10, 2009, 04:03:30 PM
By RPG brawler, do you mean "MapleStory done right" or "Final Fight + Fantasy?"

In other words. Would there be platforming? And what about 3D walking?

This: http://en.wikipedia.org/wiki/Ragnarok_Battle_Offline
Just make it an MMO and you're good to go.

I always thought that an RBO-MMO would be so awesome.
16  Developer / Art / Re: TIGSource: Renditions! (current subject: CLOUD!) on: May 10, 2009, 04:00:29 PM


Messing around with Sketchbook Pro.
17  Developer / Design / Re: Genre Mash-Ups on: April 26, 2009, 07:54:37 PM
FPS/music.

Firing your shots in accordance with the music makes them stronger. The more shots that are fired in succession on beat, the stronger they get.
18  Developer / Design / Re: Pitch your game topic on: April 23, 2009, 06:10:41 PM
A 2D platformer game with a sandbox-ish world that uses similar movement to sonic advance and controls similar to assassin's creed (high profile/low profile) moves.

the low profile moves would be ordinary, but the high profile moves would be over-the-top, jumps that make your character soar into the air, high speed dashes, tackles and throws.

The game would have no conventional "attack" buttons, all damage to enemies has to be achieved through gaining enough momentum to do damage. via powerbombs, tackles, impacts or throws.
19  Developer / Design / Re: What is your game design style? on: April 21, 2009, 05:11:45 PM
8 Culture, 4 Feeling, 6 Story, 7 World, 4 Rules and 11 Tutor!

Quote
The Cultured Skill Trainer


The skill trainer mostly focuses on the player. From a basic set of actions, he will make an interesting gameplay, by testing all possibilities that those three abilities, combined in different ways, simply by testing it in an enclosed space.

You can discover an interesting gameplay at a rather low cost, however, it is harder to include those mechanics in a nice context, and you can end up creating rather surreal game designs in the end. Be careful though, a set of nice ideas could easily develop into a group of disconnected minigames, try to keep things connected in a way that makes more sense than typical video game tricks, such as ammo crates.

You also understand that it is important to learn from past errors. You probably have a good gaming culture, and can put it to use when designing. You figure out this way what concepts work best, and in what way they could be improved. 

I dunno, mostly right. Though i think i focus far more on story and universe than it states.
20  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: April 17, 2009, 08:13:46 PM
Currently working on designing my game.

My title is pretty much just the two main character's names.

"Grin & Mary"
Pages: [1] 2
Theme orange-lt created by panic