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TIGSource ForumsCommunityDevLogsThe Salvage | A lonely death on a bitter planet.
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Author Topic: The Salvage | A lonely death on a bitter planet.  (Read 139053 times)
Durruti
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« Reply #380 on: October 28, 2011, 07:39:06 PM »

I am totally still lurking this thread for new updates now and then. But I guess programmers don't often fall out of the sky when needed.
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Belimoth
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« Reply #381 on: October 29, 2011, 07:17:42 AM »

They are probably just intimidated by all of the amazing ideas Who, Me?
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_Tommo_
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« Reply #382 on: October 29, 2011, 08:30:40 AM »

They are probably just intimidated by all of the amazing ideas Who, Me?

Or maybe by the long times where you think the project is dead   Droop
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Scut Fabulous
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« Reply #383 on: November 08, 2011, 12:45:25 PM »



Test animation with the character blocked in with solid colours.  Probably needs some transitional frames but I think all the needed keyframes are working.

The purpose of this animation is to make walking over rough terrain appear more natural, so the player doesn’t feel like they need to use the flight mechanic for small obstacles.  I’ve drawn it with a clean edged place-holder block, which conceals some portions of the sprite that would be visible in the more plausibly irregular game terrain.  To deal with that I’ll need to draw the sprite complete in each frame and then decide a masking boundary that will be hidden by the terrain layer.
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ninto
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« Reply #384 on: November 08, 2011, 12:58:07 PM »



Test animation with the character blocked in with solid colours.  Probably needs some transitional frames but I think all the needed keyframes are working.

The purpose of this animation is to make walking over rough terrain appear more natural, so the player doesn’t feel like they need to use the flight mechanic for small obstacles.  I’ve drawn it with a clean edged place-holder block, which conceals some portions of the sprite that would be visible in the more plausibly irregular game terrain.  To deal with that I’ll need to draw the sprite complete in each frame and then decide a masking boundary that will be hidden by the terrain layer.

Looks wonderful, but yeah, seems a bit tad fast for a heavy machine like that. Maybe some more in-between frames.
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Belimoth
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« Reply #385 on: November 08, 2011, 01:12:47 PM »



Test animation with the character blocked in with solid colours.  Probably needs some transitional frames but I think all the needed keyframes are working.

The purpose of this animation is to make walking over rough terrain appear more natural, so the player doesn’t feel like they need to use the flight mechanic for small obstacles.  I’ve drawn it with a clean edged place-holder block, which conceals some portions of the sprite that would be visible in the more plausibly irregular game terrain.  To deal with that I’ll need to draw the sprite complete in each frame and then decide a masking boundary that will be hidden by the terrain layer.

Looks excellent, will be interesting to see how it functions with the kind of terrain you've got.
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rek
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« Reply #386 on: November 08, 2011, 07:32:35 PM »

This looks amazing. I haven't been a member here for long, so I just discovered this log today and powered through it.

(Another Torontonian here by the way.)
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mokesmoe
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« Reply #387 on: November 09, 2011, 05:52:36 AM »

I feel like it needs an extra frame at the beginning, as his foot and arm going to the wall look weird.
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JobLeonard
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« Reply #388 on: November 09, 2011, 07:24:35 AM »

I must admit, it does feel like a jump right at the beginning.
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Scut Fabulous
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« Reply #389 on: November 15, 2011, 09:48:43 AM »



This is the completed animation of the climbing sequence for The Salvage.  As usual there will be a few tweaks, including timing changes so that each frame has a unique delay.  Currently each frame displays for the same amount of time just to give a sense of flow, but that removes any sense of rhythm.

Another issue you may notice is that the pink placeholder block does not mask any portions of the sprite.  This is because in The Salvage terrain can be of any shape, and therefore the entire sprite must be drawn and a mask-able area will be designated once it is placed in the game.
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ntdb
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« Reply #390 on: November 15, 2011, 04:13:09 PM »

I wish I had the time / experience to jump on board with this (programming). It's incredibly imaginative and I am just itching to explore these worlds. Don't let it slip away!
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hyperduck
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« Reply #391 on: November 15, 2011, 04:52:08 PM »

Make the time! Extra hours! Buy smelling salts and get on board! Let's make this project happen already! So many programmers available but busy Sad saddens me. We're doing the music and sound from the ground up we just wish there could be that key component of a programmer to make give this project it's 4th wheel to get moving again.


Please folks, appeal to any programmers you know, this is really coming from my own personal interest to see The Salvage happen, the ducks love this project more than bread. BREAD. WE LOVE BREAD.
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Belimoth
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« Reply #392 on: November 15, 2011, 07:44:03 PM »

...Ducks?
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hyperduck
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« Reply #393 on: November 15, 2011, 11:45:12 PM »

You couldn't click at least one of the links on my profile and figure out the meaning behind that? Dear dear dear  Facepalm
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Scut Fabulous
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« Reply #394 on: November 15, 2011, 11:57:39 PM »

... Dukes?
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Belimoth
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« Reply #395 on: November 16, 2011, 12:05:54 AM »

You couldn't click at least one of the links on my profile and figure out the meaning behind that? Dear dear dear  Facepalm

That would've been the logical course of action if you had said "us ducks" but thanks for helping me connect the dots anyways. I will try to be more sensitive to the multi-species nature of the TIGSource forums in the future.

P.S. I like your website.
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Belimoth
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« Reply #396 on: November 16, 2011, 12:31:22 AM »

On-topic: If time travel is real you will hear from my future self shortly.
I don't know C++ but he should or he's slacking Lips Sealed
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hyperduck
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« Reply #397 on: November 16, 2011, 12:59:15 AM »

You couldn't click at least one of the links on my profile and figure out the meaning behind that? Dear dear dear  Facepalm

That would've been the logical course of action if you had said "us ducks" but thanks for helping me connect the dots anyways. I will try to be more sensitive to the multi-species nature of the TIGSource forums in the future.

P.S. I like your website.

My bad, Drakes and Mallards don't get great education funding, so our grammar is off the wall at the best of times. Thank you for your sensitivity and kind words. I look forward to the future you and his programming skills.
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Scut Fabulous
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« Reply #398 on: November 16, 2011, 02:36:20 AM »



Quick update, I figured out how to set individual frame timings in Gimp!  (my copy of GraphicsGale is on my machine back in Canada)
Also, a small bug in the arm swing is corrected in this version.
I'll probably monkey with the timing further to give it a better flow, but I think this gives some sense of the suit's weight as it clambers over obstacles.
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mokesmoe
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« Reply #399 on: November 16, 2011, 06:58:49 AM »

It feels like there's a tiny bit too much delay on the frame where his hand is on top of the block.
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