voxn

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Posts posted by voxn


  1. Ah, just finished watching the 1st and the 2nd is up:) That was great thanks!

    Is there any reason to not use the Keypress Events and use the structure you have made? Do they operate differently?

     

    There is a difference: key press executes the code only when the key is pressed, while my code constantly checks the keys to see if they're being pressed - and if they are, executes the code. The first is actually (minutely) more efficient for what I'm doing, but with a change of one word 'keyboard_check_pressed' to 'keyboard_check_direct' you could give an object constant movement by holding the key down. I figured the insignificant amount of efficiency lost was worth the clarity of being able to more easily modify the code, as this will (hopefully) be more of a springboard for other projects rather then a very specialized+efficient roguelike


  2. Significantly less happy about the way this went than some of the other pieces. I tried to make it a marketplace leading to a town square, but as I was rendering the walkable space become a lot more linear than I planned. The perspective and shapes are a lot clearer in this but it doesn't feel as dynamic in leading the eye as other ones.

     

    really? I think its good. Maybe even better then the other ones, partly because the camera is right down in the scene.


  3. interesting, vibrance is basically color-biased saturation created to let you crank up the saturation on photos without making people glow fake-tan orange. 

     

    those look better though! Since you seem to be a in drawing mood you might try designing some pictures from the ground up with walkable spaces in mind. It could be an interesting challenge that'd keep it more game-centric rather then pure concept art.


  4. sure! and I guess I can post this; I started lassoing things and color adjusting etc but I went too quickly and things turned out a bit muddly / the highlights went nuclear -- so its not a great example, but it shows a little of what I was talking about

     

    CT6AnkK.jpg

     

    no actual painting! Just cranking up the saturation, pulling the colors towards yellow/green, fogging the background a bit and adding some lights with a brush set to color dodge


  5. I really like these! Always glad to see art :D

     

    if your looking for criticism:

    - your saturation is too low, which can happen when you work up from greyscale. 

    - shapes are a bit muddy. Clean up edges and work out brushstrokes with visible opacity to solve this. You could try using the lasso tool to block out initial shapes as it gives perfect edges right off the bat.

    - dial up the atmospheric perspective to push foregrounds into attention. If you drop a black layer on top of your painting & change the layer setting to 'saturation' it allows you to really easily take a look at the values.

     

    the library is probably the strongest image so far, because the man made structures forced you to use really clean shapes + hard edged lines

     

    keep it up!


  6. I bought the Steam version of this and played it but I, oddly, got bored because I'm playing on Normal-Roguelike and finished two dungeons without even coming close to death on my first dude. I just have so many abilities and equipment that it feels more like Diablo than Nethack or Dungeon Crawl and kind of a breeze.

     

    ya I had a similar experience. You breeze though screens full of mobs, then one of the cannon fodder enemies kills you in 2 hits because it randomly rolled some insane combo of abilities. It always felt a bit underhanded, like the game was designed to be played impatiently but pulls the rug out when some dice rolls align.


  7. fivehat, your asking for art guidance got me thinking, so here's a really basic tutorial-ish thing for people looking to jump in and experiment with their own art.

     

    amateur game art tutorial (one method of a billion)

    your first foray into gamemaking will probably be very simple, so apply the same concept on your foray into art!

     

    We'll say I'm a making a basic adventure game to learn about dialog trees or something. Victorian theme maybe? We'll start with a chap in a top hat, and try out a low-fi art style, as its often easier.

     

     

    step 1: Grab a reference. Work from ref! Often people get hung up on this, but using ref is always a good idea.

     

    random image search 'top hat man photo'

     

    azA6oTF.jpg

     

    This works. We're going for a sort of standing portrait style character that can pop up on screen for some dialog.

     

     

     

    step 2: trace! 

     

    NSinKRa.jpg

     

    Resize and trace with the pencil tool on a new layer. Tracing is typically a bad practice, but in this case we're using it more to grab a couple general shapes, not plagiarize. Look at my lines: of much more importance is making smooth, one-take lines rather then following the picture exactly.

     

    Keep it simple and cherry pick a couple of the most important shapes to outline. The simpler the end result the better. I choose the face (generally a good idea on characters) and handkerchief. Everything else is silhouette.

     

    D1Mr6DG.jpg

     

     

     

    step 3: color

     

    like with the lines + shapes, keep it as simple as you can. Using a limited color palette will give your art much more cohesion.

     

    pyae8zL.jpg

     

    as you can see the colors range from light to dark, but all fall within a fairly narrow spectrum of purple/red.

     

    EAusDk0.jpg

     

     

     

    step 4: detail

     

    ZQiibyY.jpg

     

    The face is as simple as I could make it. Two lines for eyes, a straight line+curve for the nose and a single line for the mouth. Use the ref to determine where to put the facial features if you're unsure! 

     

     

     

    step 5: polish

     

    X3MKgSr.jpg

     

    I went though and removed the interior outlines while cleaning up the shapes. Wavy line for the hair, made his eyebrows bigger and added sideburns to give him some character. I changed the color of the handkerchief because the bright red made his hair stand out too much, and I wanted to stick to my guns with only 4 colors. I dropped all his facial features down a color except the eyes to draw emphasis to them.

     

     

    final result!

    6FHNUNA.gif

     

    did an extremely quick + terrible background using the same method as the character. Stuck to the same range of reds/purples but kept them light (as to not draw too much attention from the guy). With a speech bubble and a little bit of animation it already starts to resemble a game!

     

     

     

     

     


  8. I'm not sure game art is any different from regular art, and there are a billion art tutorials out there. If you have a specific goal in mind I could try and steer you in the right direction though

     

     

    I might be asking you for advice when I get to that point.

     

    sure thing


  9. cool thread, hope it goes places! I started dabbling with amateur game making a couple months ago -- just messing around to see what pieces I could make with no real overarching game systems in mind.

     

     

    animating sprites, which I discovered is absurdly time consuming!

    RAOIJDT.png

     

    messing with particle systems:

    5jfccIT.gif

     

    dialog:

    6UUkWNZ.gif

     

    some basic animation/hitbox stuff:

    GqM3G2t.gif

     

    learning how to fake depth + movement:

    btSPQ53.gif

     

    and some very basic shader stuff:

    s1uw9Vw.gif

     

    mostly using tutorials from Shaun Spalding's youtube channel, which is really great resource. 

     

     

    Lately though I've been trying to brainstorm a full-fledged game. Problem is I've got zero interest in making a platformer, shmup or really anything with the simple kinetic hooks that are typically recommended for babbys first game. It's extraordinarily difficult coming up with something simple in scope that could carry the sorts of systems that interest me.


  10. glad to see the cast back and more powerful then ever !

     

    inspired by the newbie advice segment I present

    TIPS&TRICKS:

     

    ch.1 bottle

     

    The humble bottle is a surprisingly complex creature when you gaze past the translucent exterior. You can capture runes for later use, which has the side effect of refilling your bottle, adding an interesting element of rune control to the game. Bottled runes last 2 minutes before automatically expiring, and multiple runes can be active at the same time. A hasted double damage [anything] is one of the most terrifying lords in the game.

     

    but did you know: The fountain heals you by placing a substantial regen buff on you, which has a timer and thus lingers for a second or two after leaving. The bottle refill mechanic uses this buff to determine if you are in the fountain, meaning you can drink from your bottle with free refills until the buff fades.

     

    teleport to a tower, drink from a bottle and cast some spells -- the lingering fountain buff will regen your mana + refill your bottle, essentially giving you free spells. So efficient! 

     

    if you are planning to teleport to a tower near someone with a bottle, have them immediately hand it to you (or drop it near the tower to be picked up). The bottle is wonton, and will refill if it senses the fountain buff on whomever currently holds it.

     

     

    (you can even get fancy, combining several mechanical quirks to refill your bottle at a moments notice:)

     

     

    the bottle heal is dispelled if you take damage. However! This is only physical damage.There is actually a minimum magic damage threshold of 20. Some abilities - such as the first 3 levels of pudge's rot, level 1 bladefury and darkseer's ion shell - do too small ticks of damage to cancel it.*

     

    Other abilities, such as bloodseeker's rupture or urn of shadows do damage via a HP removal mechanic and don't actually cause 'damage' -- meaning you can bottle through them as well.*

     

    *healing salve uses the same mechanics


  11. since watchin' people play video games is all the rage these days: noted fake scoopsman giantbomb.com's own Patrick Klepek has been streaming dark souls & uploading it to http://www.youtube.com/user/patrickklepek/videos'>his youtube account!

     

    but the real reason I'm posting is to share http://www.youtube.com/channel/UCu3T-57vLRVEjF8viOEjm9g/videos?flow=grid&view=1'>Kay Plays. It starts out mighty slow as she's playing 100% blind (and is totally new to the souls games), but it's awesome to relive the game vicariously though her. She reads text, experiments, and makes an effort to understand the things around her which is - as far as I've seen - practically a unicorn in the lets play world.