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April 25, 2024, 02:08:21 PM

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TIGSource ForumsCommunityDevLogsHex Brothers - a point and click tale
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Author Topic: Hex Brothers - a point and click tale  (Read 11631 times)
SneakyBox
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« Reply #20 on: March 24, 2014, 05:31:53 AM »

Thank you all!

And for today - 3rd Brother concept ( mage type ):

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SneakyBox
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« Reply #21 on: March 25, 2014, 03:31:01 PM »

Trying to find out how the graphic part of the battles will work out.
We need to test how they work, but that's not going to happen for another week or two. Damn you, side projects.

I'm pretty happy that this is not as cluttery as expected.

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SneakyBox
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« Reply #22 on: April 14, 2014, 05:49:58 AM »



Working on the visual part of the dialogs. Plus, a new character - the Hermit!
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ephoete
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« Reply #23 on: April 15, 2014, 12:08:36 PM »

Really nice concept. Will the landscapes always remain with this certain vague feeling of emptiness or it's because of the early phase?
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SneakyBox
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« Reply #24 on: April 24, 2014, 02:27:41 AM »

Really nice concept. Will the landscapes always remain with this certain vague feeling of emptiness or it's because of the early phase?

The early phase.
I'm up for variety in landscapes just haven't got around on doing much yet, since the animating has started ( finally! ).

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SneakyBox
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« Reply #25 on: April 30, 2014, 07:06:25 AM »







Few animations.
Anyone have any tips for animating? I am new at this.
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SneakyBox
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« Reply #26 on: May 10, 2014, 06:33:11 AM »



The first chapter is coming together. Almost done with props for the forest.
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SneakyBox
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« Reply #27 on: June 03, 2014, 06:40:31 AM »

Hi all,

We're back from a little pause!
First of, to all who have sent us personal messages, we will reply soon.
And now some new environment art:

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SneakyBox
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« Reply #28 on: June 10, 2014, 06:15:39 AM »



Moving forward!

Currently:

- Discussing how fighting will work in the game. Trying to keep it simple. We will probably drop the whole "Brothers as alies" thing and make them give you passive bonuses (Huh?) or such.

- Finished animating the Golem ( seen in the image ). I'm a Unity noob so I don't know if it's possible to export animations as gifs there. If so I'll post some Golem animations later.

- Tweeking old Sisters animations and adding some new ones. Animation is hard, man.
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sakuyo
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« Reply #29 on: June 10, 2014, 11:05:39 AM »

Everything looks great. How are you finding spine for animation?
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SneakyBox
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« Reply #30 on: June 16, 2014, 04:21:10 AM »

Everything looks great. How are you finding spine for animation?

Thanks!

So far I like Spine more that Puppet 2D that I've tried before.
It pretty easy to use once you get used to it, but I guess I don't know all the tricks that it has to offer. Also, I don't have enough experience in animating to compare it to anything else, except the animation feature in Unity. Which I like, too.

Pretty much everything except the main character has been animated with Unity so far. And I haven't seen much difference between the two ( Spine and Unity ) until I found out that Spine offers mesh deformation. So I'll have to play around with this now.

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Jad
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« Reply #31 on: June 16, 2014, 07:49:29 AM »

Everything here is just making me go

mmmm yeah

but the animation really is not up to par with the rest of the stuff. I would like to, very much, recommend the animator's survival kit for looking up some animation know-how!

Basically all of the animation right now is very linear - every part more or less moves the same distance between frames. This creates a very stiff and floaty motion. I guess it ended up like that mostly because you've been inputting a few keyframes and let the computer do the tweening. In my experience, for tweened animation to look good you really need to get down and dirty and get a much higher number of keyframes in there.

Like, in the run, let the foot go fast as it touches the ground, then slow the motion down as the foot is behind her, speed up a bit as she puts her leg forward again, then a bit of slow-down again. Then quick.

I feel like I could go more-in-depth with this, because animation know-how is good, but I'll have to save it for later.

Despite any eventual harshness, I'm just saying this because everything besides animation is REALLY SERIOUSLY VERY EXCELLENT. So naturally, I want everything to reflect that level of rad-as-fuck
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