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Messages - Anian

#281
Quote from: Pizzapie on Thu 11/04/2013 23:56:45
Anian: I'll try to use darkest shade for nose, thanks. About the walking, you're quite right... I'm trying to mimic the "unusual" walking of small kids... and I think it's pretty funny ;-D
I know what you were trying to do, but there was timing issue (which waheela already corrected)
#282
General Discussion / Re: Games for the PS2
Thu 11/04/2013 09:09:50
SSX Tricky can be pretty fun, Silent Hill 2 is raved about, God of war as well, Gran turismo 4, Tony Hawk 3...many legendary games were made for ps2.
#283
Looks good, you might want to use darker hue for his lips and nose, they're just a bit too similar to the face, so it's kind of hard to read. On very close examination, I think there's a frame in the animation where his pupil (the inside of it at least) changes size for some reason.
Third thing is, and it's not really big of a deal, because it'll look ok in motion I think, but I don't get the impression he's walking but rather kicking a ball or similar. Check the timing with the side view.
#284
The Rumpus Room / Re: *Guess the Movie Title*
Wed 10/04/2013 18:15:09
Quote from: Snarky on Wed 10/04/2013 16:31:45
People who read the forums should be able to guess this:
Quote from: selmiak on Wed 10/04/2013 16:47:22
blade runner?
...aaand it's funny again  :grin:
#285
Quote from: Cerno on Tue 09/04/2013 18:27:15You're not talking about Primer, are you?
Awesome movie, that. But it's more about time travel than teleportation.
I don't think so, unless it was from the beginning of Primer or something.
#286
Quote from: rhyme on Mon 08/04/2013 22:41:42Thanks for the feedback.  We're planning on making it 1st person at this point so shouldn't be an issue.
Unless there's any other character in the game...
#287
Lol, when Jack Wall spoke up, is it weird I'd ask for Wall's autograph instead of Robyn's?  :grin:
#288
Critics' Lounge / Re: Perspective Bad
Sun 07/04/2013 11:37:13
Quote from: Danman on Sun 07/04/2013 11:00:24
OK well im half asleep but i gave google sketch a quick try.. Problem i have with google sketch everything always seems bigger then i want..
1. somewhere in the menus, I haven't got SU installed right now so I can't check, there's an option to change the camera viewing angle (it's in milimeters/inches/degrees) so you might want to make and adjustment on that.
EDIT: Ascovel beat me to it, look at those links

2. best practice is to try and use real world ratios and measurements (for chairs, doorways, tables etc.). So if a doorway is 2,2 meters high in real life, then make it the same height in SU. It may be a bit tedious to start with, but it's well worth it in the end.

3. please make sure the points connect correctly, there's so much wrongly connected spaces here.
SU has really a nice magnet when you're drawing, if you want to draw two cube the same height, you make one cube, then basically you just hold your mouse pointer over an edge or an ending point of the cube and then when you build another object, when you come near the same height, SU will automatically try to match heights. (I can't really explain this to you any clearer, you just kind have try it for yourself or look up some tutorials)

4. you can adjust the texture size in SU, so make it realistic (although I wouldn't use a texture at all, just plain white surfaces, if I were going to paint it over later).
#289
Quote from: Monsieur OUXX on Fri 05/04/2013 12:12:23
Can I suggest something? Could you make it possible to "export" the animation skelettons, so that AGSers can exchange them? We could have a small database of walka animations: "animation for a man's walk", "animation for a woman's walk", "animation for an old person's walk", "animation for a vixen", "animation for a gorilla", "animation for a nerd", etc. All those stereotypical characters that we find in most point n'click.
The basic problem with internet is that there is very little walking reference for realistic (non cartoon exaggerated) walk, in fact I only found one good youtube reference channel and for still frames it'd be Muybridge photos, because they both offer front and side views and a grid. Even in Animator's survival guide it's almost always cartoony walking (yes there are tips and principles that offer a good guide, but they too lack non-cartoony front walking for example). Even when there's a realistic female walk for example, then the problem comes with walk on heels (which is again different).
What I'm saying is that a database of stick figures might be good but it'll be a lot of work to cover everything.

Don't get me started with diagonal walk, that's practically impossible to find.
#290
Adventure Related Talk & Chat / Re: Yellow
Thu 04/04/2013 22:45:18
I suggest going the Tarantino way and taking the best stuff out of it while making it modern. And if the art is not from Poser or Photshop collage and lens flare fest, I'd play that game.
#291
Critics' Lounge / Re: My fisrt pixel art
Thu 04/04/2013 22:42:22
Quote from: gameboy on Thu 04/04/2013 22:00:29You're off to a good start. I would personally avoid using gray for shading ice and replace it with blue-ish tones.
This.
See how the feathers on the right arrow kind of get lost when there's ice behind it. Pixel art requires higher contrast (or rather contrast has a more obvious effect) between colors, because the image is small. Since pallete is more important/noticable great effect can be achieved if you for example change ice to blueish tones, water slightly green/teal and maybe even the sky can be red or yellow. Depending on what atmosphere you want to convey. Just remember that when in doubt go for a bigger difference.

Other than that image looks interesting. Kind of appropriate for the shut down of LucasArts Studio.  :grin:
#292
The Rumpus Room / Re: *Guess the Movie Title*
Wed 03/04/2013 14:40:31
I know this movie, but I'm kind of puzzled, because when I posted an image from it here, it was guessed rather fast.

Quote from: Crimson Wizard on Wed 03/04/2013 14:07:59
Found it by Wikipedia, so that probably doesn't count :) (and I never watched it).
Shame on you.
#293
The Rumpus Room / Re: *Guess the Movie Title*
Tue 02/04/2013 19:00:16
Quote from: Ponch on Tue 02/04/2013 18:58:00
As for the new clue... Where Eagles Dare? Kelly's Heroes? Picasso Trigger?
Think 80s.
#294
The Rumpus Room / Re: *Guess the Movie Title*
Tue 02/04/2013 18:55:16
Quote from: Eric on Tue 02/04/2013 17:31:31
I don't think it's that obscure for those who appreciate animation, of which I'd guess there are many on this board. Not available on Netflix, Ponch, but there's an English version available in chunks on YouTube.
That story ha a certain Samurai Jack feel to it. With the evil sorceress, robots, oppressed villagers etc.
#295
I like the style, but it kind of lacks impression of quality when animated.
#296
I must admit, I was kind of disappointed by the art as well. Not because it does pull a bit much to a child's picture book, but mostly because the whole thing was kind of a huge shift of what I was thinking about this project. Naively I too thought 3 million dollars is rather a lot of money for this type of game, but DF is a studio full of full-time professionals and those people need to be paid regularly and they have to be kept busy along with all the costs of having a work space with all the tools they need...that kind of means they have rather little time to make this game and we really don't know how big this game will be in the end.
Also what I gathered from the videos, Schaffer has so much things on his back managing the company, even though he is kind of "living the dream", I really don't envy him that much.

What was kind of weird was hearing some "issues" that animators and others say they have to face and then seeing what the product looks like in the end (the small amount of gameplay they showed), which apparently means I really don't know anything, because some of those things I think a pro with experience and in that technique can do rather fast. Not only that, but they're working in an engine they customized and have previously worked in.

Now in general I like the style they went for, only thing is that anybody who, at any point, saw posters or sketches connected to DF products (Psychonauts, Brutal, Costume Q, Stacking) will see that it's the same style over and over again. And it is kind of a fairy tale illustration type of style, which I generally like, but this is now not a stylized sketch/illustration but the final look.
When they did the remake of MI, they did a similar thing with the character animation and while it looked ok, it certainly was missing some flow and details of hand animated work.

I do like the fact that the old Grim fandango maestro is on the job as well.
#297
Both games actually have really nice gameplay features and both have a different take on the theme. Very nice and good luck.
#299
Quote from: waheela on Sat 30/03/2013 22:30:33
I don't think nicotine by itself is any worse for you than alcohol or caffeine.
Even if that was true. Nicotine is far more addictive, especially more than caffeine (I'm not saying the end result of addiction is any better in alcohol than in cigarettes lung cancer and liver failure ar both end of the line).
#300
General Discussion / Re: The Reward
Wed 27/03/2013 23:02:12
Yes, I've seen it, but it is rather good.
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