Post Reply Any games you tried or assets working on?
15947 cr points
Send Message: Send PM GB Post
20 / Cold and High
Offline
Posted 3/20/16
So wanted to ask if there is anyone here doing some art work or models as well tried to create some games?
Posted 3/21/16 , edited 3/21/16
I've tried making them with SDL and C, but I suck at art so I end up using assets from opengameart.org, freesound.org, and effects generated by Sfxr/Bfxr. My attempts at procedurally making assets haven't really produced much, it's needs a lot of tuning. I've read some articles on it's but it's pretty much just me experimenting. Which is fine cause they are nothing I intend to release.
14470 cr points
Send Message: Send PM GB Post
26 / M / Houma
Online
Posted 3/22/16 , edited 3/22/16
I was working on a library of modular 4-way character assets but I've been taking a break since adjusting everything frame-by-frame layer-by-layer is a bit tedious.


^An incomplete sample still lacking finer details, hair/cloth physics, and some layer ordering adjustments. For each new piece added I would have to draw it in all 4 directions as well as animate it for all poses/cycles. Currently that is about 96 frames per asset; I'm considering adding more poses before I continue.

This is my answer to the disappointing IGB2 Character Pack offering. I backed it thinking they would be able to do more with it...
15947 cr points
Send Message: Send PM GB Post
20 / Cold and High
Offline
Posted 3/22/16
yeah^ but just gotta say the design is a bit cute, but a bit "broken" as well?
like how the hips and chest + how the arms has to bend around the chest, unless you do it so it isn't much noticed? (I guess cloth physics could help?)

This could help you (heard good things about it) dunno if it supports such "big" characters or if its helpfull for such?^
http://store.steampowered.com/app/431730/

anyway making parts (like an arm or leg, head etc) and then compile into an frame to use can be much faster (like just rotating and adjusting layers and could maybe scale or drag it + reset to normal position) or so I think while trying to keep the connected colors between each origin where you rotate/scale from so you don't have a gap.
14470 cr points
Send Message: Send PM GB Post
26 / M / Houma
Online
Posted 3/22/16 , edited 3/22/16
Yeah the cloth and more importantly the layer ordering is what is making that look weird. It's modular so each part is indeed drawn separately with boned key-frames doing most of the animation. I adjust it frame-by-frame as needed. The layers can be switched and hidden allowing to quickly swap and render different sets of parts for different characters.

This is indeed a much faster way of doing things than drawing each frame manually. Vectors save quite a bit of time. The software I'm using is Anime Studio Pro 9.5. Ideally I will build these assets with a high quality and be completely modular so that the characters can change clothing and expressions in game. This would save space and allow for high customization.
You must be logged in to post.