New Walkcycle - Need C&C

Started by pixelcat, Sun 06/06/2004 22:01:48

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pixelcat

Edit :Ã,  I've been working on my walkcycles... not sure if this is very good, I think it turned out alright.Ã,  I'd like some feedback on improving if anyone has any suggestions.Ã,  It looks like an improvement over my last...

*Images removed

C&C Welcome.


--------------------------

I've been practicing a lot lately, and finally found a style and a story idea I like, so i've started work on my first game.Ã,  I plan on adding quite a few more objects, and things like pigeons (or seagulls?) to add to the atmosphere... but i'm pretty happy with how it turned out.

FYI, the stormtrooper is there to show scale, and won't be in the game :).

*Update : Made some changes to a few things that were bothering me.

I plan on starting a game thread in the near future with more updates.

Any C&C welcome as always. Thx in advance...

Darth Mandarb

Ha!!

This rules!

It's just my style!Ã,  Have you played my first game?Ã,  It's done in this style which nobody seems to agree on what it's called.

I call it (now) planometric perspective.

You've done an intersting thing here with showing the horizon like that!Ã,  I like it a lot.Ã,  It does 'bend' a little ... or give the impression of 'bending' but it's not off putting.  (My backgrounds don't show horizon)

In short, I really like this.

Might could use some more shadows ... but other than that it looks great!

Damien

#2
Holy crap, that is one awesome BG!

The only thing that looks weird is the truck, I don't think that the wheels should be visible from the views position.

You could also add some more details (hole on the fence, car tyres, trash, etc) but it already looks great.

Pau

That background is great, I can't find anything to critisize. (Maybe the office door seems a bit wide).

Quote from: Damien on Sun 06/06/2004 22:34:12I don't think that the wheels should be visible from the views position.
I think that's a consequence of the planometric perspective where front and top wiews mix together.
paused -- get the startup menu creator (version 1.1) for AGS games. (Use save target as..)

Moox

AMAZING! Keep the stormtrooper tho :D

Andail

[theorizing}
Planometric view, just like isometric, is when you can see two sides of a cube (not counting the top), but unlike isometric, the planometric view is perfectly right (45 degrees from the x and y axis). It is thus even more extreme than isometric view perspective-wise, but has the advantage of displaying circles perfectly circular, which suits technical blueprints etc.

Since you can only see the front of a cube in your system, I hereby introduce a new term; parallelometric. I hope you like this suggestion.

[/theorizing}

pixelcat

Thanks for the great feedback.  Just noticed how horrible the scale of the dumpster is when I added the character...

Darth - I hadn't played your game, but I saw all the shots, looked excellent.  I like the style.  I just DLed it now to try it out.

Damien - The wheels bothered me as well after looking at it earlier... i've already changed them a bit.  I plan on adding quite a lot more stuff in there as well... thanks for the comments.

Pau - The door does seem a bit off... I think it looks better when you look at the style of the characters, though.

Moox

O ya, I almost forgot, add some creases in the sidewalk, it would shatter under the weight of a truck with out them

Darth Mandarb

Andail - I dig the new term!Ã,  I say we go with that.Ã,  Parallelometric

pixelcat - It's a fun style to use!Ã,  I hope you like JP & Cosmo.Ã,  You're using a closer camera angle, thus more detail, which makes it (IMO) richer!

I like the new character too!Ã,  I think the animation could use a little tweaking ... the head seems to be bobbing a little.Ã,  Should move more in tune with the shoulders.Ã,  Excepting, of course, that's how the fellow walks.

I wish you the best of luck with this game!Ã,  I know once I started using this style, I just kept on with it until I finished the game.

Good luck and keep up the great work!

pixelcat

LostTraveler - I'll tweak the sidewalks a bit, add some more detail.

Darth - Really liked the game, gave me a lot of inspiration.  I'll see what I can do about fixing the animation... though, i'd say animating is probably the thing i'm worst at. :)  Thanks for the kind words.

InCreator

Really pretty RolePlayingGameStyle-o-Metric bg! But It looks like you're short of tiles or something. What I do mean, is the It could have more detail, the rigt side of screen looks somewhat empty and sidewalk/ dirt/road tiles are just 100% similar. Maybe add some cracks or rocks or lumps of grass or anything else like that there?

KANDYMAN-IAC

hey darth would your game be refered to as "forced perspective"???
"Don't lose the bluecups they may be our only hope....!!1!!!1"

"I'm jealous of all of you guys, which means. I love your work, I just hate you as a person.... wait thats not right."

Daz

just wondering if the sea in the background is going to have any kind of boats or anything whizzing across it?
would be a nice little detail and you could even some how make it funny.

great work can't wait to see more

-Daz

PS: loving the pigeon
http://img.photobucket.com/albums/v430/KnightStar05/po-ta-toes.gif << It's the potatoes, go on watch it you know you wanna

pixelcat

InCreator - Thx for the suggestions... I plan on adding all that stuff, just wanted to post a clean version before I 'ruin' it. ;)

Daz - I want to add a lot of atmosphere, so I planned on animating the ocean, having birds fly by, etc.

Thanks for the feedback.

TheDude

#14
Just from looking at the perspective, I don't think the horizon would ever be visible. As it is now, in theory your character could walk on the sky. In this perspective your character should be able to walk up, down, left and right an unlimited distance without having to be scaled down (a bit like those Pokemon GB games and Zelda: a Link to the Past).

Also it looks like 3/4 of the building spills onto the sand because the fence is so close to the front, which makes it look like it doesn't have much depth and would never fit a truck in :P. I think you can get away with leaving it though.

It does look great though, particularly the truck!

Andail

TheDude is technically speaking correct, although it's not much of a problem here (since the scenes change when you walk in a certain direction in an AGS-game, contrary to most rpg:s, it's pretty easy to trick the eye). It also means alot to an image to include a piece of sky - the entire mood is changed, and in this case, I think it becomes more interesting.

Synthetique

actually isometric drawings use 30 degrees, and planometric use 60 / 30 degrees. Axonometric is the one that use 45 degrees... :P
I don't think there's a ***-metric name for this style tho..

Darth Mandarb

What TheDude said is what I was talking about earlier when I said "it bends" a little.Ã,  It's like the image is wrapped on a cylinder.

With parallelometric perspective TM (Andail), you'd never see the horizon.Ã,  But in this case, it's a fresh take ... it's a psuedoparallelometric perspective TM (Darth Mandarb) and I rather like the look.


pixelcat

TheDude - Thanks for the comments, I understand what you're saying. I originally decided to go with the console-style perspective, which didn't allow me to do much to the atmosphere of the scene, so I decided to do more of a 'curved' perspective so I could add a horizon, which changes the entire mood, IMO.  The character never reaches the 'curving' point, so I don't think it will be a problem.
Just FYI, the building does actually go 3/4 onto the sand, which is pretty silly now that I think about it, so it's larger than it looks.  I'll add a concrete border when I add the rest of the details.

Relight


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