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TIGSource ForumsCommunityDevLogsGuinea Pig Parkour
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Author Topic: Guinea Pig Parkour  (Read 17997 times)
JoeGP
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« Reply #60 on: September 03, 2015, 09:24:45 AM »

DevLog #18 - Roll Forward Cycle -

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JoeGP
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« Reply #61 on: September 29, 2015, 05:06:06 PM »

DevLog 19 - Fall Backward Into Object Animation:



Watch the loop here.
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JoeGP
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« Reply #62 on: October 08, 2015, 11:59:41 AM »

DevLog 20 - Background Element #1, Frappe Parlor

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JoeGP
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« Reply #63 on: October 14, 2015, 11:00:22 AM »

DevLog 21 - Fall Backward into Wall Animation

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JoeGP
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« Reply #64 on: October 29, 2015, 11:23:46 AM »

Live Stream #2 - Revising and Polishing the Fall Cycle (in real time)



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Keops
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« Reply #65 on: October 29, 2015, 04:30:45 PM »

Woah! The animation! This is interesting, I'd love to see more of this!
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Hearthstead: Hand Point Right Website - Twitter Hand Point Left

OPEN FOR COMMISSIONS! Behance portfolio
JoeGP
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« Reply #66 on: October 29, 2015, 04:34:27 PM »

Awesome, thanks!  Working on it! :D
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JoeGP
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« Reply #67 on: December 04, 2015, 01:47:37 PM »

DevLog 22 - Background Element #1, Frappe Parlor REVISED

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JoeGP
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« Reply #68 on: December 10, 2015, 12:31:05 PM »

DevLog 23 - Making "Cool Beans" background element

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JoeGP
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« Reply #69 on: January 07, 2016, 04:42:49 PM »

New trailer! 





Starting this month, Guinea Pig Parkour has just launched its first challenge course for supporters on Patreon.  Every month, a new challenge course will be released as the game develops!
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JoeGP
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« Reply #70 on: January 17, 2016, 11:36:00 AM »





DevLog 24 - Creating another background element for Guinea Pig Parkour.
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JoeGP
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« Reply #71 on: January 26, 2016, 11:47:42 AM »

Two new updates!

Speed painting of CONSUME gift shop:




DevPlay of the first challenge course built in the current engine:


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JoeGP
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« Reply #72 on: February 09, 2016, 03:39:54 PM »

DevLog #27 - Redesigning the Character for Guinea Pig Parkour


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JoeGP
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« Reply #73 on: February 16, 2016, 03:31:55 PM »

DevLog #28 - Redesigning the Run Cycle


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JoeGP
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« Reply #74 on: March 05, 2016, 12:16:07 PM »

DevLog #29:  Engine tour, through 30 iteration of development:



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grayhaze
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« Reply #75 on: March 05, 2016, 01:28:43 PM »

Been following this for a while now, for obvious reasons. Grin

Great to see how things have progressed over time. The most recent examples of the engine in your last video look great, but the interactive elements are almost invisible due to a lack of contrast with the background. I suspect that the blurring you added in the last example is an attempt to solve this, so I think you're on the right track. Keep up the good work!
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JoeGP
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« Reply #76 on: March 05, 2016, 01:48:50 PM »

Thanks!  Yeah, that's definitely something I'm learning and figuring out.  Backgrounds have never been a strong suit, so I'm learning a lot.  I now understand how important contrast is between the foreground and background elements, and how detail and vibrancy should be reserved for foreground elements.  I'm actually going to go back to the drawing board on both the background style, as well as the setting of the game, but the blurring and desaturation is at least a quick fix for now.
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Zorg
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« Reply #77 on: March 05, 2016, 02:27:43 PM »

To be honest, i'm not a fan of the last character redesign. The face expression is too serious (like a bulldog?). The character always felt pretty jelly, which was fine in combination with the simplified (naked) comic look. But with the more realistic face anatomy and clothing the character looks like he is carrying something heavy around in his pants. It feels like you lost something of the easiness of the animation in the last iteration, which is sad. Sad
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JoeGP
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« Reply #78 on: March 05, 2016, 02:36:50 PM »

To be honest, i'm not a fan of the last character redesign. The face expression is too serious (like a bulldog?). The character always felt pretty jelly, which was fine in combination with the simplified (naked) comic look. But with the more realistic face anatomy and clothing the character looks like he is carrying something heavy around in his pants. It feels like you lost something of the easiness of the animation in the last iteration, which is sad. Sad

Hmm, interesting.  I appreciate the feedback!  I guess at this point I just don't agree, but I'll take your comments under consideration.  From my perspective, the rounder face and lack of eyebrows gives him a cuter, more innocent (not to mention vacant) look.  And the heaviness is giving his body more weight and mass, to enhance the animation contrast and bounciness, as well as create a funnier juxtaposition of the tubby guinea pig doing acrobatics.  Maybe with additional animation and moves, this will be more apparent, or maybe I'll come around to your perspective.  Nothing is locked in, I'm always trying to improve every element I'm creating.
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Zorg
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« Reply #79 on: March 05, 2016, 02:47:24 PM »

It's just my personal impression, i liked the old character more. It looked more friendly, perhaps there was more room for interpretation? The new character is impressively detailed and features a new level of realism, maybe that's why the extreme deformation looks off (to me). The old character was a bit sketchy and more playful, in my eyes.

Thanks for considering my feedback, even if it's "negative". I'm trying to be constructive (because i like the game)!
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