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Community / DevLogs / Re: Pavilion - Now with video footage and screen shots!
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on: September 10, 2013, 02:15:19 PM
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Thank you for the explanation : maybe it's an unconventionnal method but it works really fine! And good luck for the Tokyo Game Show!
No problem, I would love to go more in depth of the animation workflow when I get back from TGS. I think the animation method works fine partly because the character doesn't have any outline, he is basically just a bunch of plain coloured shapes, and those shapes works great to redraw and tweak frame by frame. I'll tell you more about it in 2 weeks  Thank you!
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Community / DevLogs / Re: Pavilion - Now with video footage and screen shots!
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on: September 10, 2013, 10:23:08 AM
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Those are jaw dropping.
Thanks, having a blast making them. Beautiful and utterly unique. Bravo!
Thank you very much! It's pure beauty! I want to wander in this world.
I've read the whole topic and it's interesting to see how this project evolved in your mind. The final aesthetic deserves all the hard work you put into it. I also appreciated the storyboard images in page 3 and step by step in page 4. It's always interesting to discover the process behind the final images.
If you have time, I'd like to know more about the character. How is he animated? Using what tools? His movements look so real!
Thank you for the kind words! Yes, the game has really gone through a journey of its own. We have wasted a lot of gaphics and ideas along the way but looking back it has been worth it and taken us to an interesting place. Regarding the animations. It makes me very happy that you like them. I am not an animator and I am pretty sure I have some very unconventional methods of animating the character. I used to work as an Art Director/Concept Artist at a small film studio making animated movies. Looking at what the talented animators did there I am animating in an unusual way. What I do is that I start with the first frame and then just one frame after another until I reach the end. I do no sketches to preview the animation, I just start and keep going. And I use no references. The only thing I am trying to think about is how limbs can be bent. For me this is a fast and suprisingly fluent way of animating. I would love to go more in depth at my animating methods but right now there is just too much stuff to do preparing for Tokyo Game Show. But once I get back from there I'll show you how I do it.  A piece of art. Really impressive  Thank you a bunch, glad you like it! I personally think it looks even better in-game, when things move and stuff 
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Community / DevLogs / Re: Pavilion - Now with video footage and screen shots!
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on: September 09, 2013, 12:13:57 PM
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So nice and well done  Congratulations nice art
Thank you so much nss_aries and dincicode! A lot of progress have been made during the past year of production. And looking back at how the first graphical tests looked we are very happy with where we are at right now. The first part of the game is shaping up nicely and we very much look forward to show you more of both the graphics and the somewhat mysterious gameplay. Here is two images taken from some beginning areas of Pavilion. A bit of work in progress here and there but overall these are good depictions of the general level of detail and atmosphere Pavilion will hold. Hope you enjoy   
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Community / DevLogs / Re: Project Rain World
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on: September 09, 2013, 02:07:38 AM
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Project Rainbow World!
I must say this game is great on so many levels. But what I enjoy the most so far is the animations and the AI of the lizards. Very inspirational! Wish I had some constructive feedback, but nothing really comes to mind. Just keep doing what you do please!
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Community / DevLogs / Re: Pavilion - Now with video footage and screen shots!
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on: September 07, 2013, 04:43:12 AM
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The gfx/style is simple amazing! Thanks Matriax! Things are coming along nicely  PAVILION: Been a while since we gave you girls and boyos a heads up on where we are at. The BIG NEWS is that we are attending the Tokyo Game Show in a couple of weeks and will be showcasing a fresh Pavilion Demo at the Indie Game Area. Anyone who is also attending TGS are very welcome to stop by and talk to us and of course play the demo. We are very much looking forward to listen to what people have to say and get some feedback, as well as meeting some cool people. Since the gameplay and concept of Pavilion is kind of different we are not sure what to expect  And the Tokyo Game Show exhibition will also be the fist public showcase of actual in-game levels. Prior to TGS we are also attending the Tokyo Indie Underground Talk Event at 8-bit Café. Will be a lot of fun to meet up with the other developers and look at what they are doing and talk a bit about games. Feel free to read more about this event here: http://indiegames.com/2013/09/8bitcafe_tokyo_indie.html#moreOr look at the 8-bit Cafe event Trailer here: Always hard to balance production and promotion, but we are still hard at work on making Pavilion a finished game, and things are looking good for that to happen sometime early next year Thanks a lot for the support so far, Take care everyone!
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Developer / Art / Re: Knight animations
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on: July 27, 2013, 11:45:34 AM
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Latest update looks better, definitely going in the right direction! You might want to have a look at how the feet makes contact to the ground. I don't know what perspective you will have in the game or how the ground looks, but it feels like the animation could benefit from having more weight put on the foot when it has contact with the ground. Right now he is kind of sliding on his toes which makes him seem a bit weightless and I assume the armor is heavy. Also more movement on the arms and upper body might be a good thing to complement the movement of the lower body. Looking forward to the next update! Keep it up!
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Community / DevLogs / Re: Malaika Princess - The Game (2d Action Puzzle Platformer )
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on: July 11, 2013, 01:41:38 AM
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Sounds like you are taking some steps in the right direction, listening to the feedback.
One thing I thought about though is that you might want to focus on making the boss battles feel good on a stand alone basis, like you have it now. If you first make the boss fights feel cool on their own maybe then you could fill in with some levels before the battles. My point is that I am not sure that you will solve the boss issues with putting external levels before or after the boss fights. The issues people had are probably within the boss fights themselves.
Though, having that said I think your idea of putting dialogue during the boss fight is very interesting and might just make them more unique in a way. This is of course if the dialogue somehow are incorporated into the fight, and not just a distraction in form of a textbox. If you somehow could make a conversation between the player and the boss that actually affects the gameplay it could be very cool. Say that the boss asks you a question and you will have a few different answer options, each affecting the battle in a different way, maybe the boss could turn offensive responding to one answer and go more on the defence while responding to another answer. Here you could probably have explore some different emotional response to the answers, where the boss might be offended or angry by an answer or suspicious. Maybe even telling lies could be part of the whole thing. Maybe even have a boss that can't be defeated by fighting but rather by conversation, you could still fight the boss as the conversation goes of course. It could also be a nice way to incorporate story into the game. Like, what if the giant in Shadow of the Colossus actually could talk, what would they say? That's an interesting thought.
I definitely think you should explore the dialogue idea, sounds very cool! Looking forward to see more of this!
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Developer / Art / Re: Art Collaboration Thread!
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on: June 24, 2013, 01:13:19 PM
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Hello, I asked'nt for permission cause I do what I want, sooo I accidentally collaborated  so punk breaking the laawww EDIT: FUCK. I made it a sim with the green crystal. well, I guess that's fine Amazing Jad! Very nice lighting and mood, love it. Best accidental collaboration I have ever been part of! Made my day! Hah, I'd play that sim game 
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Developer / Art / Re: Art Collaboration Thread!
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on: June 19, 2013, 12:25:05 PM
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Great sketches guys! Looking forward to see the progress on these past ones! Sweat dreams Keo  The shading is coming along nicely Aquanoctis 
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Community / DevLogs / Re: The Curious Expedition
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on: June 12, 2013, 10:00:36 AM
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Honestly the theme seems to be playing so much on caricature and cartoony colonialism that I 'm not sure it's worth trying to help it, anyway you could include a fictional pirate/raider of eastern african origin (like sudan) to balance things out, other interesting historical figures include: -savorgnan de brazza -rimbaud (as a traveller)
They actaully discussed some of the issues with depicting the colonialism era a few pages back. I am sure that they will have thought this through and make an interesting experience. Your character suggestions were great. And I hope the developers consider putting them in the game. Though I do not think they should be in the game just to create some balance. Sometimes showing things how they were might just give more room for an interesting discussion than if everything is created with balance and political correctness. Humans seem to constantly need to be reminded of their past wrong doings to not repeat themselves. Even if it is a cartoony depiction of colonialism I think it can plant some seeds and make players think about important things. Just because I enjoy looking at WW2 documentaries doesn't make me an nazi, rather the opposite 
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Developer / Art / Re: Art Collaboration Thread!
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on: June 07, 2013, 07:53:00 AM
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Sure, I'd like to, but I don't know if I could. Though I have a drawing tablet, I don't think I can make anything decent with it. Also, I only have Photoshop CS2 because it's free. :p
You should definitely join! Being part of things like this is a great way to improve your skills. It was basically the way I learnt stuff. Hanging around doing art comps and getting feedback is great and you will pick up on things fast. Even the best artists started somewhere. And sometimes a good idea is just as good as a stellar execution. Btw, I use CS2 too, works fine for me. I absolutely do not feel limited by old technology. Just draw!
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Developer / Art / Re: Art Collaboration Thread!
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on: June 06, 2013, 04:16:04 AM
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just wow o.O
Thanks! Your initial idea was great and instantly made me think of an execution with a lot of movement and motion blur. Always fun to experiment a bit too 
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Developer / Art / Re: Art Collaboration Thread!
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on: June 05, 2013, 11:29:02 PM
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Nice lines Landshark! Will be cool to put colours on that one!
John, I really like the calm childish gaze put on a grown ups face, goes well in contrast to the wild expression of the crazy bear thing.
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Developer / Art / Re: Art
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on: June 05, 2013, 02:18:41 PM
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Always fun to  in here. Found this laying around... 
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