Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Helm

#1841
Hello tomato.

And you're right. Taking a simple 3d model and animating it will indeed result in smooth animation. But it will not always result in realistic, or pleasing animation. Smoothness isn't always good. A keyframed 6 frame 2d animation might work quite better than a 25 frame even node-3d animation. A human hand, for example, contracts somewhat and changes shape according to the direction of the action, has muscles inside, the flesh folds, it suffers the effect of gravity and all that. Like tomato said. Obviously, when you have a bone animation using a simple cylinder-connected-to-cylinder arm, none of this is there. And little by little it adds up to really wooden and unnatural motion. Even the supposed best attempts at 2dish quality through 3d ( appleseed comes to mind ) this is really noticable and unpleasant. Now, of course, if you are a brilliant 3d animator, you will sit down and code in muscles for biceps, abs and balls and all that, but if you're accomplished enough to do all that, chances are you could do an animation in 2d if you wanted, so emulating 2d through 3d is pointless. MrColossal showed us a link to a fast-motion video of a guy going through all the steps of creating a 3d monster model, and animating him and all that. It was a revelation in that he was so good that he sat down and sculptured the model before remaking it in 3d. He didn't stop there. He made a sceleton for it, and muscles over it, arrrgh. To be a *great* 3d artist, you have to be *that* good. Good 3d is not a shortcut, and it's not easier than good 2d. Bad 3d is just faster.

#1842
AGS is structured around the actions of one-user input. A Wait(); command only works for one user/computer. Imagine one character interacting with something, in another room, and your character getting stuck in a Wait, while his animation plays out. Scripting around the way ags is thought out would be a task only for the most daring. And in the event that something like say, Gobliiins ( which lends very well to the multiple person at the same time adventure game idea ) could be scripted, I am not sure there is an audience for this sort of thing anyway. If someone really wants, do something like Stickmen by DGM, (only one room, 2 or 3 puzzles) only for two players at the same time, and document the difficulties in making the project for future reference.
#1843
one of the flashback pics i posted is made with a vector engine, and isn't detailed. But the composition is still very good and stylish. Detail's not everything
#1845
Since you've been drawing her since you were a kid, and apparently only you understand how it has to look, why are you asking for help, Mats?
#1846
every game exxos/delphine made was beautiful.

Captain Blood:



Flashback:


<- note the square resolution. One of the few games to do that.

Also, Kyrandia 1




Goblins 3




and finally, a very underrated (but hellishly difficult) game, KGB



#1847
Excellent. Good luck with the new job and donna.
#1848
I have! Twice! Both cases involving a taxi driver. Anyway, this is the shorter, more interesting one:

I get in this cab, driven by the world's most obnoxious cabbie. He's swearing a lot, saying really creepy things to a teenage boy that was in the cab when I entered, and generally being very irritating. At some point, a passing car from the other lane hits his rear view mirror. The mirror part dislodges and falls to the ground outside. The cabbie, swearing profusely, gets out, and hastingly notes the other car's license plate number down on a piece of paper which he then places on the dashboard. He picks up the mirror, places it back to it's place, and it seems ok. He gets back in the car and he's mumbling to himself about how he's going to "fuck that guy" 'cause he's going to call the licence plates in and "find out where he lives" and "I'll show you, you cunt" and "you'll pay 300 euros for that"  and all that. Later on, the kid in front, majorly creeped out directs the cabbie to his house, which is just off the paved road, and on a bit of a difficult gravelly path. The cabbie gets him there anyway, the kid gets out, I move to the front. As he drives off to get me to my place, he starts saying more weird creepy and insulting things about that other kid, how he's afraid to walk a few meters from the paved road so he could have avoided the rubble, and how if he was his father, he'd gladly put him over his knee and spank him good and other such stuff. I have so far said nothing, but I've decided inside that this man should not get his way today. So I tell him to drop me off a road away from my house ( just to be careful ) and tell him if you could, my leg is kinda hurt and I can't carry this big bag I had with me, if he would be so kind to carry it just outside a nearby house. He mumbles a lot, but he does. As he gets out to circle the car over to my side, I quickly pocket the piece of paper with the licence plate number on it. I pay the man, get off and the cabbie leaves. I hear the 'bling!' noise and look up over at my score gui and see I've gotten two points out of 2345504.


So one timed puzzle for me, anything of the like has happened to you?
#1849
the chord progression is very familiar, indeed

the playing is kinda sub par and jarring. You need some sort of rythm section to accentuate the down beats, so all the arsis stuff can stand out without making you get a hicccup. Furthermore, this is really not good music for an adventure game, unless it's for a timed intro or something. It's distracting, and needs to be orchestrated more 'sweet' if possible.

If you're looking for a midi quantifier, most programs can do that somewhat.
#1850
Yeah, well, that's just, like, your opinion, man.
#1851
General Discussion / Re: Anyone seen "Saw"?
Fri 25/03/2005 08:32:17
Quote from: [lgmRent it because it's a good movie in a time when bad movies are by the dozen.

There are just as many bad movies now as there ever where in the history of film, and there's just as many good movies, time is an illusion, cultural progression doesn't exist, and we are alone in the universe.
#1852
There's an android in episode 1 I think? on a battlefield? that reaches for binoculars to look over the plains. An android. Using binoculars.

That's how smart the first two episodes were, really.
#1853
General Discussion / Re: Anyone seen "Saw"?
Thu 24/03/2005 15:45:08
Probably not?
#1854
I'm with whoever thinks you should stop making totally inappropriate comments.
#1855
My opinion boils down to this:

I've seen all the star wars movies so far. The original trilogy has at least five situations, quotes, stuff that I will always remember. They left a lasting impression on me. I don't consider them great films, but they had these moments. I can hardly remember anything in episode 1 and 2 besides an overwhelming feeling of awful.
#1856
People might be interested in making a game without being interested in each and every element thereof, but most of the time, the games they make are released to the public. And unless it is perfectly clear and stated that indeed the art is ripped, not made by them and just there because 'they don't care about making graphics of their own', construsion may occur.

and while generally, I do feel the same way about non-original music, it is not exactly safe to make that parallel, because graphics, and music,  in a graphical adventure game, are not of the same importance, or serve the same end.
#1857
I have no idea how you'll be able to stand the waiting time. Good luck with the definite results.
#1858
I see in the scetch that you drew vanishing point lines. Whereas there's much to tell about how high the horison you used is, I just wanted to focus on the fact that besides of the walls, nothing else uses the same vanishing point or the same horizon. Maybe you could work on that a little.

Furthermore, the desk is pressed right up against the wall, so there's no space for anyone to sit and work on the computer. The door uses an additional vanishing point set very low for no reason, whereas the rest of the room is 1-point.

Nonetheless, I can tell you that this is a servicable background, and you could very well make a good game using such rooms. My points should apply only if you're interested to advance artistically, regardless of whether your art is good enough to make a game with.
#1859
Not to discourage anyone from making a game, but unless it's some sort of test game or something, please, don't use ripped backgrounds or artwork in your games. At least when I see it, I feel like not playing the game in question. I can understand a character or something as a template, or at least paintovers, but straight ripping doesn't help any ambitious project be respected.
#1860
heh the only thing that was structured properly and planned and timed and all that in SOL was the intro. The introduction was the only solid idea I had, and I tried to carry on with the resonance that it created. So I guess I really don't have an answer for you. Happened by itself.
SMF spam blocked by CleanTalk