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Messages - Pixelton

#121
Critics' Lounge / Re: 3D graphics style
Thu 25/03/2010 01:04:38
Thanks for the replies - hell of alot of food for thought there, some great responses.

I've trimmed back alot of the glow and removed a few objects that were simply added to create glow fall-off so its cleaned up the scene alot more, I've also scaled the glow down on some of the objects.



@ InCreator & Duelnames: I've lowered the sample rate down so its created a more jagged effect and I do like that...and doing it like this allows me to keep some of the post effects that the Maya Hardware renderer can't calculate (its a very basic built in renderer). I'm liing that alot more and having wrists slapped for splashing to much glow everywhere.....well I should know better :p The crits have been great.

@ Questionable: I'm not doing any post processing there in photoshop/gimp, its just what the maya renderer spits out. I may go back and touch up a few lines and shading where the lighting isnt doing that great of a job (I'm not that great at lighting scenes in Maya) but ideally I dont really want to get my hands too dirty in photoshop :(

@Danman: Yeah the second screenshot is from maya (the one with the glow effects, the first screenshot is rendered assets in running in AGS as simple sprites). I have got the higher quality renders in AGS but with .Tiff image sequences for my character with full alpha at 32bit....my AGS project on compile is huge :s so ideally I want to stick to 16bit (which really means avoiding anything with an anti-aliased edge as it would look horrid).

Hey Kris, I'll have to look into your down scaling idea for the environments :) that has me intrigued and it does look quite funky too :) Nice job!

@Markbilly: yeah...the yellow beam does look horrid! lol, thanks for pointing that out about the side on walk-cycle....in game you dont really notice it but looking at it now...he does move abit silverback-ish :p Will fich that when the time comes :) Cheers for pointing that out man.

@ Steve & Snarky: Yeah it has crossed my mind about composing two images together to get the glow areas in, I'll definatly give that a try! Damn you both! When I modeled the characters I thought...."They're alittle too simple lets just add abit of detail here"...dont ask my why I chose that particular spot....but now you've pointed it out....all I see are Pubic Mounds! LOL cheers guys...thanks for ruining my fun! :)

Marcus.
#122
Critics' Lounge / Re: 3D graphics style
Wed 24/03/2010 22:52:40
Cheers Matti

I'm the same in I prefer the retro "AnotherWorld" look (I'm a huge fan), getting some external input is really helping me choose what style to go with.

Heres some character stuff, I've built 3 characters from scratch: a female, a male and I modified the first male model to make a chunky guy.



I've rigged the female character and the the thinnest male character and started animating them too.

http://blacktreeuk.net/johnny_r/front.swf
http://blacktreeuk.net/johnny_r/side.swf
http://blacktreeuk.net/johnny_r/back.swf

Marcus.
#123
Critics' Lounge / 3D graphics style
Wed 24/03/2010 22:07:05
While I've been working on my first AGS game Johnny Rockett I've been playing around with different styles for a more serious project after my little test game. I am wanting to do something in 3D but trying to explore a style thats not really been done before.

I'll shut up for a second and stick an image down:

(This is in AGS, theres no anti-aliasing so it looks quite retro...Another World/Flashback kind of feel which is what I'm going for, rendered using Maya Hardware).


(This is of the same environment in maya rendered using Maya Software so it has alot of post production effects...most noticeably nice glows).

What do you think? to be honest for the characters to suit the environment the game has to be set to 32bit colour and the characters rendered as a tif image sequance so....just having one room and one character at 16 frame cycles is HUGE! As for the first image the size is dramatically smaller.

I quite like the retro look anyway over the nice rendered one, I'd be interested in knowing what people think.

Marcus
#124
haha theres always one!

It's really just a little company logo kind of splash screen...I needed something (so thats why it kind of doesnt resemble any colour C64 colour pallette. I used to have a C64 and a ZX Specy back in the good old days but your going back some years now since I actually used one :p

I'll fix my little typos on that splash screen Steve cheers for pointing that out :)

Your right...story wise its nothing mind blowing (actually its an idea thats been done about a billion times before!) but I thought....my first game in AGS...I don't want to do anything ambitious. This is really just an excisise for myself in learning how to script and get things rolling within AGS :)

Well thanks guys :)
Marcus.
#125
oh I am sorry Miss SarahLiz :(

I am working hard on it between my day job...it is going well I can asure you  :)

Marcus
#126
The progress is going great, the mammoth cutscene is finished and I'm working on the more exciting bits now...actually making the puzzles :p

Its been really fun so far though. Thanks guys for your kind comments!

Marcus
#127
Wow, the artwork is amazing!

I cant wait to give this a try.
#128
AGS Games in Production / Re: Open Eyes
Mon 15/03/2010 23:53:35
Nice :)

I love the style, reminds me of something like Victorian Britain and Jack the Ripper. Keep it up man!

Marcus
#129
Hello Guys.

I'm very green when it comes to AGS and the community...I've not been here long, I've spent a huge amount of time working on MY first Ever Game in AGS!!!!...getting my head round scripting (which is going well) and getting my head around pixel art (...I'm no pixel artist). I think alot of progress has been made so I thought I'd stick it up here.


(Game splash screen)


(Command deck, scene from the intro sequence)







Its my first game so its quite a basic idea where you play Johnny Rocket an undercover Customs agent that has infiltarted a pirate group. When the pirates attack a cargo ship carrying a strange cargo Johnny's cover is blown and he is left for dead. The ship is braking up after the attack and Johnny has to escape!

Things to expect.
* A large intro cutscene which drops the player into the world (**completed**).
* Puzzles will be simple (but fun I hope).
* Lots of unique animations for characters.

Well thats it :)

Marcus.
#130
Nice I love the graphics in it from the screengrabs, I'll download this and give it a blast.

Good Job man :)

Marcus.
#131
ah thats exactly what I want, I'll add my two frame blink to the IdleView then.

Cheers man!
Marcus.
#132
I have made some graphics for my character so he blinks and set them to the character's BlinkingView but it does nothing - does this work or is it controlled some other way?

Marcus
#133
Zentai....well atleast your brave..
#134
I noticed the thread and thought...why not? It's not like I have a 3rd arm I need to hide.



Marcus.
#135
General Discussion / Re: The new kid in town
Tue 09/03/2010 18:25:24
ah why didnt I realise that???!! Yeah, I think I'l stick with the pixel art and see how I get on with it :)

Cheers man.
#136
General Discussion / Re: The new kid in town
Tue 09/03/2010 18:11:03
ah Cheers man :)

Yeah I think with the vector work, if I could have got it into AGS looking as clean as that it would have been quite different and interesting but its not really vector art, just rendered polygons so there is anti-aliasing on it which is no good for transparency in AGS. Nevermind :)

(I've just noticed my pixel animation is missing a frame there too...oh well.

Cheers guys and thanks again for the nice welcome :)

Marcus.
#137
General Discussion / Re: The new kid in town
Tue 09/03/2010 17:30:06
yeah sorry guys, I just spotted the thread there  :-[

In my playing about, my vector style graphics arn't translating to AGS very well (in fact it looks dog aweful LOL) So I'm going down a more traditional pixel route.



As you can see I'm no pixel artist! I thought I'd tackle what I think is one of the harder character views to animate and see how I feel from there, it animates quite nice actually - no I'm excited.

Thanks for the welcome too, I wouldnt feel so confident without Densming's videos too!.

Marcus.
#138
General Discussion / Re: The new kid in town
Mon 08/03/2010 19:36:07
now I'm confussed haha...cheers.
----
ah yes Kyle, he's currently studying computer science at a university, I'm trying to introduce him to the glittery world of AGS. Vacuum also isnt some kind of fetish folder, its the name of the AGS project folder that this little cosmonaut is involved in :p

Marcus.
#139
General Discussion / The new kid in town
Mon 08/03/2010 18:58:47
Hello guys

I'm new to the forum, I've always known of AGS's existance but I've only now thought about doing something serious. The title of this thread suggests I'm a kid...well I'm almost 30 and I;ve worked in the games industry for about 4 years now making games for alot of the consoles out there and I've always been doing small projects in my spare time.

I'm not really a 2D pixel artist (I've dabbled but I'm no pixel junkie as much as I love retro art ((Long live the Atari ST!). I'm not really a coder although I have done alot of scritping (especially in using the Doom 3 engine (tech5) so I'm never scared of getting dirty with scripting and ascii. I've watched all the Densming videos (I learn better through video I find and Mr Densming...your a god) and feel quite comfortable in the scope of the project, ad at the moment keeping the idea small and simple.

I have already animated my first character and I'm sorting him out in photoshop:

(Johnny Rocket - cosmonaut; I'm a sucker for all things space or deep sea).

I'm very happy with his animations as they stand (perfect for a small test) My concept idea is simple...survive when everything goes wrong, and when a strange alien force attacks the Deep Station Forever you will need to escape the station intereacting with a few other survivors.

I'll be creating all my artwork in Maya, a 3D modelling/animation package and here is an example of that:

It seems strange doing it like this but I really do feel comfortable doing it this way and animation is quick and easy to set up if you know how.

I'm hoping to make some kinf of announcement of the project when I actually get rolling with it but at this stage I'm still playing...like most noobs who come here :)

Well I've been loving all the work you guys have been producing..some amazing stuff happening here and I hope to get involved in the community :)

Marcus.
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