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 - InCreator

#221
I'd love to have current tiled sprite import removed entirely  -
because it's basically useless, the time you pixel hunt to get everything right takes actually more time than saving frames separately and -- it would be time better spent! -
and replaced with something much easier to use, like the one Game Maker uses (perfect, high level of customization) or a simply smart one like filmstrip import in Gif Movie Gear -- you only tell how much frames strip has and it chops them down automatically evenly to get required number of frames

Tilesheets - while rarely used by AGSers - are very powerful way to manage sprite graphics and the unpopularity is very clearly tied to the fact that AGS isn't making it's usage any easier.
Would you like 800 files for 100 animations or only one? What if you decide to add a detail onto characters clothing?

While this can be reworked right now using GIF importing and other tricks, AGS should be self-sufficient.

I imagine it's an eveningful of coding for a good coder. If I had skills, I'd implement it myself.
#222
Critics' Lounge / Re: Need walkcycle help
Fri 15/07/2011 20:55:30
I usually draw as a strip, but can use layers to onion-skin. I'll try this, thanks.
#223
Critics' Lounge / Re: Need walkcycle help
Fri 15/07/2011 19:31:25
Quote from: ProgZmax on Fri 15/07/2011 19:25:43
The main thing you need to be wary of is proportions.  The size of the feet, the length of the lower leg, the width all change between frames on the animation and that distorts any attempts you can make at a decent animation, so this should be your FIRST point of focus.

How? Do I divide feet into two different-colored bits and stick-animate while measuring their size all the time or-- how?

It's not the animating I cannot do but technique I don't have.
#224
Critics' Lounge / Re: Need walkcycle help
Fri 15/07/2011 19:12:00
Thank you :)

Redrew pants shading using your fixes and added arms to the cocktail. Also set black color to 5,5,5 RGB so no more gif problems.





2x:


Also discovered a cool technique for opposing arm: I simply animated right hand on different layer, then converted to gif, reversed, and put every frame back, behind body layer.

(And that Ctrl+0 fixes firefox zoom so 1:1 images aren't blurry anymore to display here, windows key and plus helps further (Vista/7))

It's quite fine now to my eye, exceeded animating schedule quadruple times anyway and would work well I think.... Game Maker is absolutely awesome if it comes to testing out animations quickly
but head sort of stands out now, and doesn't feel as "alive" and fluid as rest of the body during motion.

Any tips here?
#225
Critics' Lounge / Need walkcycle help
Thu 14/07/2011 22:43:28
Spend last 3 hours animating and fixing this character.

Problem is, I realized that I'm unable to predict logical movement of clothing and result sucks pretty much as you can see:


2x:


Also, he's all over the place, which isn't good also. How to make him more static and less under ecstasy?
So I need a help with this. What I'm not going to do is reduce colors or number of frames. I just want to learn to do it right.

Here's sheet too, 32 by 64px, 10 frames


And here's proof that clothing can be done perfectly with proper skills or japanese passport:


Any professional help?
#226
I fail to see any importance of this... is it school work of some kind?
#227
General Discussion / Re: Google+
Thu 14/07/2011 07:35:07
It's rather odd to exist in a social network where's not very much network yet.
At least, no more "like, share & annoy your 999 friends with this and win a free <some dumb crap like women shoes>" nor farmville requests. This I like.

But still, nobody uses it yet.
What to do?
#228
* logo image is bland
* left side box has a bit too big fonts and that big yellow donate button feels out of place
* contrast feels off bit. I'd suggest a bit darker page background or some bubbly/gradient shading to teal areas
#229
Quote from: anian on Sun 03/07/2011 16:08:40
Oh, nice one Mods. I'm started taking a 3dsmax course for the next two months, can't wait to be making game characters and assets.

It'll be a loooong wait, my friend
#230
Quote from: monkE3y_05_06 on Fri 01/07/2011 12:07:33
Finland? Women? Soccer? TV?!?

Speak English sir! 8)

seconded. I'd understand sauna suffering or vodka drinking world championship
or hockey
#231
I don't think it matters as long as you release something! It's not like there's a jury and prize
#232
Hardcore gamer... hardcore gamer is someone who plays Jagged Alliance 2, still cannot let Counter-strike 1.6 go or plays any of games made by Paradox Interactive (because god knows they're way too complex to even try).

But how do you call those people who replace textures in Quake 2 so levels would be single color, player models also, but different color, remove all particles, UI and weapon from screen so they'd have a clear vision, have FOV of 130 and rocket jump from one side of level to another?
Superhardcore? Insane?
#233
Quote from: Studio E3 on Sun 19/06/2011 22:51:28
june 19th Site Update: http://www.wix.com/pubmembers/ags-showcase

*New look
*Added video's
*Added new picture

What has over 100,000 facebook likes? wix.com... or really only AGS showcase?  :o
#234
Good space will have alot of... space. And space is easy to draw.
Why make it so loaded?
#235
The most important thing that Quake did for gaming was NOT fully 3D world.
Quake came in 1996, and before it we already did have full mainstream 3D fps, it was called Descent.

What puts Quake into history is introducing proper mouse + keyboard control into fps games. All other games did it in some own, non-functional way, even Descent. Well, either Quake or Cyclones, I wouldn't bet money on what I just said. But Quake is the one that teached me to use mouse in fps-es... and boy it felt weird at the beginning, I thought it's dumb and will never get popular. Until Half-Life in 1998 carved it into stone...
#236
Avoid. That warm feeling you might get hearing "Duke Nukem" isn't worth â,¬50 in any way. If you're that desperate, wait 2 weeks and pick it up for $9,99 or something on steam although even this is overpriced.

Good? It's a generic shooter, it's a quality product, in means of being complete and having no bugs, and it's quite long.

Everything else is bad.

* Shooting doesn't feel right: Weapons suck against enemies and there's none of that fleshy gib splash if RPG hits an alien, but some ugly electric-plasma-something explosion things instead. So basically everything feels like you're shooting electrified peas against car wrecks.
* Texture resolution makes Max Payne 2 look like a masterpiece. Everything's very blurry and ugly. And I've maxed all settings! "Ultra" means "Half-Life 2 on medium"
* Depth of field effect makes you nauseous in few minutes, and is implemented so badly that it doesn't even vaguely resemble DoF you might remember from Call of Juarez or some other game that did it right.  
* Enemy models are reddish-brown-black mess and it's almost impossible to make out what those things are supposed to be, except for bosses.
* "PC version" means actually "Console version that runs on pc". I'm playing simplest difficulty and ffs, I cannot SAVE game when I want. Is that a joke? Also, you die so often and checkpoints are usually so rare and far away that you will ragequit many, many times.
* Game is not funny at all, and whole thing feels like a bad parody of original Duke Nukem 3D. What's a bad parody? Watch Epic Movie or Vampires Suck. Yeah, that bad.
* All the macho stuff feels... offensive. ...to me, (one of) the most politically incorrect AGSer probably. Eh--. Also, offensively dumb. It's basically screaming "look what we did!"
* Duke nukem 3D wasn't as good game as you might remember. It was simply prettiest for its time, and had interesting weapons and levels to explore. This game has none of those qualities.

So basically, this game is not worth a cent nor minute.
I wish they'd spent 15 years to remake Blood or Shadow Warrior instead. Now those games were interesting.
#239
Yeah... but minecraft is not lego. I totally understand garry's mod though
#240
Critics' Lounge / Re: Wich graphic Style?
Tue 07/06/2011 10:08:38
Second, minus the scanlines and crazy palette
SMF spam blocked by CleanTalk