andy wolff
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« Reply #20 on: October 15, 2009, 05:40:35 PM » |
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I'm excited to play more Samurai Railroad Mansion
Your art is wonderful
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Lurk
Super Artistic
Level 5
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« Reply #21 on: October 15, 2009, 05:45:07 PM » |
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Moi: That's what I did this morning . I think I won't be able to get away without a few rough frames inserted between more polished work. Eclipse: His character though, can be either aggressive or cowardly, so he can't look too courageous or annoyed in his intro segment. I still have some work to do on it(probably 2-3 more heads and bodies for transitions,fx/speedlines, extend the pictures that were cut by the camera and of course, detail the hell out of it ), but for now it will have to do for my next psp resource test.
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BlueSweatshirt
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« Reply #22 on: October 15, 2009, 06:59:40 PM » |
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Looks like a good start! I can't wait to see how this game turns out, beautiful artwork.
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JasonPickering
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« Reply #23 on: October 15, 2009, 07:19:34 PM » |
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looks great, I would push the facial expression on that last frame though.
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moi
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« Reply #24 on: October 15, 2009, 08:27:33 PM » |
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It looks great,but IMVHO it would gain if you could get rid of a few frames of anim. There seems to be way too much stuff going on right now. Minimalism and ellipsis are key aspects of the japanese/anime aesthetics (and of the traditional samurai story too). Inspired by zen philosophy probably. Take a look at some NeoGeo/arcade intros to see all that can be achieved with just a couple well selected frames.( for example) And it could bring more intensity to the movement too. Or maybe you want to go for a more old school 1950s chambara movie style with more rough movement and out-of-breath enemies shuffling their limbs wildly, but even in this case I think there are to many different expressions for the head in this anim. But don't pay too much attention to what I say, it will be great anyway
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« Last Edit: October 15, 2009, 08:32:55 PM by moi »
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subsystems subsystems subsystems
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JaJitsu
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« Reply #25 on: October 15, 2009, 09:42:58 PM » |
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This is so awesome.
Must see more animations
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Lurk
Super Artistic
Level 5
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« Reply #26 on: October 18, 2009, 06:42:56 PM » |
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This one is coming along well. There's still a lot of work to do, but at least my basic Anime Studio timeline is done, and I can easily add transition to make the jumping frames smoother. And I started the second one. I will probably have her carrying a plate of drinks, since the first act is set up in an inn with a fat lord and his bodyguards.
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V
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« Reply #27 on: October 18, 2009, 07:27:16 PM » |
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Lookin' great so far. I can't wait to see what the final project looks like. You are indeed a talented artist.
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Eclipse
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« Reply #28 on: October 19, 2009, 03:49:43 AM » |
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Take a look at some NeoGeo/arcade intros to see all that can be achieved with just a couple well selected frames.(
for example)
are you joking? that intro uses tons of frames for each short animation BTW lurk are you making it for psp minis? I got some contacts at sony if you're interested in doing it commercially, but prolly you're already on that way
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<Powergloved_Andy> I once fapped to Dora the Explorer
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Lurk
Super Artistic
Level 5
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« Reply #29 on: November 14, 2009, 09:46:45 AM » |
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http://lurksoft.110mb.com/index.php?p=1_2_GamesI put a playable prototype on my website. It doesn't run very well on psp though; still, the experience gained from optimizing and researching was worth it- as the visuals might now show. Controls are explained under the flv. The graphics are not final, I hope to get some time during my christmas vacation to do a crunch pass over everything, and hopefully have the game done by february.
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JaJitsu
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« Reply #30 on: November 14, 2009, 12:20:09 PM » |
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a bit too repetitive, but it is a prototype.
looks really cool. might look even better if you swing a sword rather then just the swipe.
can't wait for more
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Dan MacDonald
The DMac
Level 1
Prisoner of the cause
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« Reply #31 on: November 14, 2009, 04:08:49 PM » |
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Wow I'm honestly giddy after looking at the art / animation style. Like a little boy in a candy shop, I WANT MORE!!! Beautiful work.
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moi
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« Reply #32 on: November 14, 2009, 08:20:14 PM » |
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At first I thought it was too fast,but it can be played like that maybe. Only thing maybe you could create 3 keys for each position instead of arrows+space (ex: Z X C)
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subsystems subsystems subsystems
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Lurk
Super Artistic
Level 5
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« Reply #33 on: November 15, 2009, 05:13:16 AM » |
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moi: I've thought about that, using only the direction arrows to make a kill. But it's not the same as having 2 commands: there is a point where your brain is overwhelmed by information, and you start panicking- having to confirm the command with a button makes it important to keep your cool. The slash button design also allows for a special technique- the slide. You can kill 3 with a single slash if you execute the motion quickly enough( for example space then <- then -> will kill the two guys at the EDGE(tm) of the screen). But I'm still open to the single arrow kill, especially on cellphones.
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Dan MacDonald
The DMac
Level 1
Prisoner of the cause
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« Reply #34 on: November 15, 2009, 01:12:47 PM » |
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would be fun with a touch interface like iPhone slashing across the guys and having a blood trail that follows the direction of your finger slash motion.
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Lurk
Super Artistic
Level 5
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« Reply #35 on: November 15, 2009, 05:26:05 PM » |
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http://lurksoft.110mb.com/index.php?p=1_2_Gamesan update with more HUD placement(score, lives and combo display), plus dead and dishonor screen, and I finally understand how to embed fonts, yea! I added the WIP geisha, for variety. In the original game, I had specific types with consequences attached to each death/life. Now I have types, so it will be easier to make a bigger game graphics-wise. For example, the opening scene takes place in an old inn in the bamboo field, so the defenseless encounter is the servant geisha, the common enemy is the blue bushi and I have a new special type added for that scene, the cowardly fat lord(he's a bonus kill). Also, I started adding animated stuff to the background- notice the rough floating drape. Jajitsu: a previous prototype had the whole hero lunging into the screen and slashing the enemy, but it was too confusing. It had to be repetitive, with the single blue attacking bushi; try the updated version, with the geishas. Don't kill them though. Dan: I don't know how to program for Iphone though...yet.
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JaJitsu
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« Reply #36 on: November 15, 2009, 05:47:55 PM » |
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yeah, the is much better.
will there be other levels and enemies?
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Lurk
Super Artistic
Level 5
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« Reply #37 on: November 15, 2009, 05:59:00 PM » |
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Jajitsu: Of course! The original game had something like 12 different encounters and 8 static levels, but I want more for this one. Hidden stages, unlockables, cinematics explaining the zany story. This is going to be my version of 'Passage' . I'm going to make people cry.
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Wander
Level 1
pixels are my only real friends. (and scotch)
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« Reply #38 on: November 15, 2009, 07:45:10 PM » |
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Haha - IDK if I'm ready to cry tonight, but that's a good goal.
It plays very smoothly so far. Bravo.
The timing feels kinda weird on the Geishas. The art is pretty to look at. With the Big be moving forward each frame? Might be cool if you made it 1 point perspective and scaled it up towards the camera like those never ending zoom pictures.
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Lurk
Super Artistic
Level 5
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« Reply #39 on: November 15, 2009, 08:46:31 PM » |
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Wander- Yeah, the geisha was missing a frame somewhere. I put an updated version up. I wanted to do the zoom in thing, I just don't know how to do it to keep things light I have a small request, if anyone knows flash, I'm wondering if you can explain how to make a bitmap font(or use pictures instead of fonts). I'm only using them for numbers right now, and I would like to be able to put effects on them, but I'm kind of stuck. Also, is there a way to move between scenes (like goto scene_x?). In the doc, I could only find how to go to the next scene in line in the list.
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