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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Archived ProjectsBalding's Quest (Moderator: BMcC)Balding's Quest: Milestone 1
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Author Topic: Balding's Quest: Milestone 1  (Read 132180 times)
BMcC
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« Reply #300 on: February 25, 2007, 09:40:44 PM »

16x16 tiles w/ Magic Pink background.  Focus on the character (it should animate fine, flipping through).
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Zaphos
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« Reply #301 on: February 25, 2007, 10:00:59 PM »

I think we should have a more realistic falling death, personally.
Probably true ... oh well.
Would that one work for a 'being crushed from above' animation?
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BMcC
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« Reply #302 on: February 25, 2007, 10:31:31 PM »

It could, yeah.  That's not in this build though (no deaths are), so don't sweat it.  Wink

ZOMGOSH SCORSESE JUST WON AN OSCAR  Shocked
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Derek
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« Reply #303 on: February 26, 2007, 12:41:31 AM »

How about a topless Derek Yu?  Shocked



Erm... yeh.

Oh dear lord. :D
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Derek
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« Reply #304 on: February 26, 2007, 12:59:09 AM »

Is that a mouth or a Hitler-stache? Wink

It doesn't matter... I've got both. Wink
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Alec
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« Reply #305 on: February 26, 2007, 01:00:45 AM »

Should make for an interesting speech at IGF. Tongue
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Zaphos
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« Reply #306 on: February 26, 2007, 02:47:46 AM »

Sewers, WIP. The bottom will have a darker theme. Lots of custom stuff. Not sure if I should drop some of the noise/dither.


I'm not sure what the little octopus guy is, but I tried giving him a run animation anyway ...


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Arne
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« Reply #307 on: February 26, 2007, 04:53:25 AM »

Re: Staying corpses
Bezzy> Nice idea! I like persistance like that. Not sure how easy it is to do. The bodies need to settle nicely, not half on edges and stuff. It's something we can try out atleast, shouldn't be very hard to code, or is it? It sort of breaks the 'time reset' factor of the dying mechanic though.

Zaphos> That looks more like a custom crush death? Nice Fro! I was thinknig the octi jumps up and down excitedly.



Edit: oh yes, these are environment bugs and moonpod stuff. I don't know if they animate cuz I just drew 'em guessing.

« Last Edit: February 26, 2007, 04:55:17 AM by Arne » Logged
jankoM
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« Reply #308 on: February 26, 2007, 05:08:52 AM »

uh... this is all so nice... I envy you  Cry

can pixel art be learned or is comes from your mama?
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« Reply #309 on: February 26, 2007, 05:59:17 AM »

can pixel art be learned or is comes from your mama?

It's a case of progressive improvement, like most things. My grandma used to make these lace patterns that I later realized were very much like pixel art, but I'm sure that's unrelated...

Anyway, practice regular drawing or sculpting or anything that will help you visualize objects in 3D. I've done that recently and found a big improvement in my pixels. When you can "see" your intended object before you, pixeling is reduced to just plotting out the appropriate pixels to define light or shadow on the object.
I believe both Arne and Derek have tutorials on the subkect (Arne's being more oriented towards light theory I think, but still very valuable - you need the basic knowledge before making use of pixel-specific techniques)
Pixel art can be more forgiving than high-res work though since it's relatively easy to move stuff around and try different variations to get an area to look right.

The ones I had in mind are:
http://www.itchstudios.com/psg/art_tut.htm
http://www.derekyu.com/extras/pixel01.html

...sparing the authors some self-advertising Wink

Practice and observation/study is key.
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Bezzy
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« Reply #310 on: February 26, 2007, 08:55:21 AM »

Re: Staying corpses
Bezzy> Nice idea! I like persistance like that. Not sure how easy it is to do. The bodies need to settle nicely, not half on edges and stuff. It's something we can try out atleast, shouldn't be very hard to code, or is it? It sort of breaks the 'time reset' factor of the dying mechanic though.


Good points. I dunno if it'd have to break time resetting, though? You could still have scattered corpses and reset a time limit, surely? I guess you're saying that every time you die, you're essentially "turning back time", and thus, having corpses around doesn't make logical sense. I guess you're right there. But, erm. Call it poetic license?

The corpses, as I say, are meant to be memoires of past failures: An intuitive record of where the difficulty spikes are within levels.
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Arne
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« Reply #311 on: February 26, 2007, 10:17:40 AM »

Here's another Idea:

You can't see them while playing, BUT, there's a menu mode, maybe like a gallery section, where you can view all your completed levels, AND the game saves every time you die, so you get a sort of histogram over your death locations which you can go in and have a laugh at.


As for pixels... the trick and art is to have a pixel serve as many purposes as possible, AntiAlias, Edge, Detail, Another Detail, etc. It's very much about contrast, relative placement. It gets even more tricky with animation because that's a whole new time dimension to work in (where stuff is relative ot what comes before and after... and you can make choices that doesn't work as a still frame, but in a context, like the guy's eyes being blured to 4 pixels).
« Last Edit: February 26, 2007, 10:25:26 AM by Arne » Logged
Zaphos
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« Reply #312 on: February 26, 2007, 04:42:42 PM »

Zaphos> That looks more like a custom crush death? Nice Fro! I was thinknig the octi jumps up and down excitedly.
Just sayin': the excellent fro animation was vitaminNewB's, not mine.

Do you think the octi jumps up and down in place?  Or does he hop all over?

About the deaths thing, I think the idea's a lot more compelling when you keep the corpses actually on the play field.  Graphing out all the places you die in an options menu somewhere ... it's interesting, but not nearly the "oh cool!" of seeing your corpse from last attempt just sitting on the screen.  There are obviously technical issues to consider, but if it doesn't end up being too much trouble, I think it'd be quite cool to have in at least as an option.
(Considering the nature of the game, perhaps an unlockable option?)
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BMcC
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« Reply #313 on: February 26, 2007, 05:11:14 PM »

I forgot something.  I need these two animations:

- Pulling up to the top of a ladder, from the position of climbing up it, to the position of being crouched facing right.

AND

- Climbing down on to a ladder, from the position of crouching on top of it facing right.

The aforementioned positions are the ones Xion drew.  I'll attach them here.

If anyone could help, that'd be just greeeat.
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Zaphos
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« Reply #314 on: February 26, 2007, 07:28:17 PM »

I forgot something.  I need these two animations:

- Pulling up to the top of a ladder, from the position of climbing up it, to the position of being crouched facing right.

AND

- Climbing down on to a ladder, from the position of crouching on top of it facing right.

The aforementioned positions are the ones Xion drew.  I'll attach them here.

If anyone could help, that'd be just greeeat.

Here's a go at the climbing up one:


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BMcC
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« Reply #315 on: February 26, 2007, 08:01:25 PM »

Thanks much!  That should do the trick for now.  Smiley

Now... what about climbing down on to the ladder?  Wink
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Zaphos
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« Reply #316 on: February 26, 2007, 08:12:38 PM »

And here's a go and the downward transition:



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BMcC
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« Reply #317 on: February 26, 2007, 08:23:23 PM »

That's down from on top of a ladder to climbing the ladder?
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Derek
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« Reply #318 on: February 26, 2007, 08:27:24 PM »

That's down from on top of a ladder to climbing the ladder?

That looks like going from climbing a ladder to crouching.

For the "climbing down onto the ladder" anim, wouldn't a reverse of the "standing from climbing" anim work just fine?
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BMcC
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« Reply #319 on: February 26, 2007, 08:28:05 PM »

That's down from on top of a ladder to climbing the ladder?

That looks like going from climbing a ladder to crouching.

For the "climbing down onto the ladder" anim, wouldn't a reverse of the "standing from climbing" anim work just fine?

I guess.

For now.  Cool
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