what does everyone use to make gifs? any VR-specific apps that work to capture footage well?
Not sure about VR, but I use gifbrewery (mac only) to convert video to gif.
what does everyone use to make gifs? any VR-specific apps that work to capture footage well?
I usually just search for video to gif conversion and use whatever result looks good and is free.what does everyone use to make gifs? any VR-specific apps that work to capture footage well?
Not perfect, but here's a quick fix.
After - Before
Again, This is how I would draw it, not like you should!
Hm... I may pull back my head back closer to where yours is... Although this is what I got now:
This is the same animation but I moved the shoulder pads on frames 3 and 4.
I think I will pull the head back. Since I feel like he looks like's he's bending over, like he's going to fall over when facing left.
Also in both gif's there's a weird frame when turning due to it being one of the older sprites I haven't edited yet.
Caved and bought Spriter Pro off the Steam sale. Should be helpful, hopefully.
Hm... I may pull back my head back closer to where yours is... Although this is what I got now:
This is the same animation but I moved the shoulder pads on frames 3 and 4.
I think I will pull the head back. Since I feel like he looks like's he's bending over, like he's going to fall over when facing left.
Also in both gif's there's a weird frame when turning due to it being one of the older sprites I haven't edited yet.
Oi, thanks for reminding me to buy it myself.
I think the main problem is the legs, specifically the back one on the left. It sort of juts out behind the character before bending the knee at a weird angle to get it on the ground. Try having the right leg be the one that is bending to brace the character rather than the left.
Here's an attempt at adjusting the legs I literally did in Paint.
The front leg is probably a bit too straight and needs to be moved a touch further, but it looks more balanced at least to me. The others made some good suggestions, look at some figures and anatomy, that might help with balancing the character more.
Will do.... You´ll have to play the game to find out!It´s just that I still haven´t programmed the end level flag
One can never know enough about graphics. Too many cool things to try out.Really cool. Wish I knew more about graphics programming.
Saw the game somewhere. Aren't you the one making a new kind of FPS?
Longer/better quality
New deployable shield -- was the last big hole in the meta of Arms of Telos that I needed to fill before it's ready for soft launch
Trying to figure out spriter, didn't really find any great tutorials yet. If someone can tell me how to edit already set keyframes instead of creating a new one at the same time, that might help. I'm still not really sure how this'll help a lot with more complicated stuff, given that I'm not really great at all this lol
I'm sure this is relevant for other indies, but do any of you have to find contract work to supplement your development? Where are good places to look for that?
That's the only way I've survived -- I think most of the indies you've heard of probably rely on contract work if they don't have a dayjob. Mostly find work through Unity forums.
Saw the game somewhere. Aren't you the one making a new kind of FPS?
How does it work?
I'm sure this is relevant for other indies, but do any of you have to find contract work to supplement your development? Where are good places to look for that?
I did contract work for a few years before starting my current game. One big reason why I started making my own game was because doing just contract work wasn't enough to make a living from. I was constantly on the verge of homelessness. I must have been working for the wrong companies or something. *shrug*
Now I actually avoid contract work because it would just take away time from something else that has an actual chance to keep a roof over my head.
How about that? I made the legs similar to how you did and also moved the head back. I think it looks more balanced now. Like a person. Those things. xD
Spriter is really simple, this official video already show most of what you need to know
https://www.youtube.com/watch?v=aQy7eX_CWPM
there's also a video for a walking character
https://www.youtube.com/watch?v=NrgGhK48Joo
you can eventually look at the other videos from the same author.
I did contract work for a few years before starting my current game. One big reason why I started making my own game was because doing just contract work wasn't enough to make a living from. I was constantly on the verge of homelessness. I must have been working for the wrong companies or something. *shrug*
Now I actually avoid contract work because it would just take away time from something else that has an actual chance to keep a roof over my head.
That's actually what I did too. GunWorld 1 sold really well for me and it funded the entire 14 month development of GunWorld 2 and then some. Unfortunately GunWorld 2 has been a serious bomb, so I made a serious mistake investing so heavily into it.
I tried setting up a Kickstarter for my next project to give me some help, but am struggling to get anyone to notice or share it. It's really tough to crowdfund when you don't already have a dedicated fanbase.
I haven't had to do contract work in so long I'm having a hard time finding work. I develop in Game Maker Studio and not Unity, so that makes a difference, and my art skills are all in pixel art.
When you say barely making enough money to survive, are we talking $2k a month after taxes or much less? I will only require $1k a month after taxes, that's pretty much my very minimum I need to survive, and hopefully that's attainable. I'm honestly in this not for the money, but because I enjoy it so much and it would be heartbreaking to not be able to make a living from it. I wish you guys the best of luck.
When you say barely making enough money to survive, are we talking $2k a month after taxes or much less? I will only require $1k a month after taxes, that's pretty much my very minimum I need to survive, and hopefully that's attainable. I'm honestly in this not for the money, but because I enjoy it so much and it would be heartbreaking to not be able to make a living from it. I wish you guys the best of luck.
I can't give specifics, but I will say that I couldn't even afford a tiny studio apartment in the worst parts of town with the amount I was making. If I hadn't had financial aid from my university to live off (I've since graduated) I wouldn't have continued contract work for as long as I did. I do live in one of the most expensive areas of the U.S. (SoCal), not by choice though, I've been wanting to move for ages but can't yet. I live very modestly and don't have kids to maintain, yet it's still been a struggle. When I realized that my friends working retail or at grocery stores were much more financially secure than I was, I knew I had to make a change, contract work wasn't cutting it. And I'm not in it for the money either, just want to survive at a bare minimum level, while doing something I enjoy. As a sidenote, this is why I have no patience for indies that ask artists to work for free.
I think you'll have much better luck than me though, don't let my situation bring your hopes down! I know quite a few indie artists that manage to make it work, even if they have to take on like 10 contracts at a time. Personally I find it really nightmarish to live that way, since as a contract worker, you have absolutely zero job security and no work benefits like healthcare. I suffer from a debilitating chronic illness so the latter in particular is a big factor for me. But other artists seem to do okay making a living that way. I wish you the best of luck as well!
Much, much less. I'm not allowed to talk actual numbers, but I'm not making that much. I'm most certainly not in this for the money either, if I was concerned about making big bucks I wouldn't be doing this at all.
But that doesn't mean I don't try to at least make enough to help support my family. Without contract work I'm not able to do that right now. I used to rely on contract work before GunWorld 1 came out, but this is the first time since then where I've needed it again.
Wow, that looks great.
Those animations are fantastic! Did you use a lot of reference material? ♥
Looks ugly, but in a good way!
Thx for the write-up.Trying to come up with a new kind of competitive FPS game, yeah -- so, still a competitive FPS, but not arena shooter, not CoD-like, etc
The biggest thing that sets it apart is the movement -- you pilot a very agile spidermech in zero gravity with pockets of gravity in indoor areas and special magnetic surfaces, but you can also get going really fast to where it's almost a racing hybrid (even have time trial racing mode with online leaderboards).
Building around this fast movement system, I've made a custom variant of CTF. As you capture enemy flags, it progresses farther into their base so different areas of the map are utilized as the match continues and tensions escalate. There's also some additional mechanics since it's not based on how many times you cap the flag, but instead how much the flags are worth (there's team healthbars at top). If you stick around the enemy flag stand with their flag, it'll soak up more points and be worth more if you cap it. Final flag is a bit different, you have to defend the point as you deposit the points so the enemy has one last chance to make a comeback. Lots more small details -- need to make a video that explains it all.
On top of all that, I want it to have interesting weapons/equipment that'd make it stand up to other games alone. Want it to be more than pointing and shooting. ...
Good luck, man!... Stupid of me to take this on as a solo dev but I'd basically decided I was done with indie dev and wanted to give it one last go with my dream game before getting a real job ...
Yeah, I tried those Now working on getting an actually usable new version of my character to work with, had to redraw the whole thing to have single body parts and while I'm at it, tried to do a better side position for the torso.
Still technically not completely in profile, but it should be much better than the previous one.
i'm not sure i understand your question, you want to modify an already made keyframe right? Just go to the keyframe time and modify what you want, under the timeline there's also a grid with boxes representing the parts that change at each keyframe, there you can also select if the change is linear or instant.Trying to figure out spriter, didn't really find any great tutorials yet. If someone can tell me how to edit already set keyframes instead of creating a new one at the same time, that might help. I'm still not really sure how this'll help a lot with more complicated stuff, given that I'm not really great at all this lol
i'm not sure i understand your question, you want to modify an already made keyframe right? Just go to the keyframe time and modify what you want, under the timeline there's also a grid with boxes representing the parts that change at each keyframe, there you can also select if the change is linear or instant.
Still working on my TV sim. Ha!
3d Phosphor Glow
normal
overbright
Interesting to see how the RGB triple starts to whiten if the intensity of all
three dots become larger and larger.
Yet it's far from being done. Next to improving the lighting simulation itself,
I need to separate the phosphor dots from each other with a black mask such
that no light will scatter straight into the dots right next to any other dot
on the phosphor screen. I think Sony invented that (Black Trinitron) to gain
more contrast and reduce color bleed. Another thing to add is a glass layer
which will introduce some scattering and reflection on its own as well as some
color tint.
You´re crazy....seriously, you´re doing an awesome job.Still working on my TV sim. Ha!
3d Phosphor Glow
normal
overbright
Interesting to see how the RGB triple starts to whiten if the intensity of all
three dots become larger and larger.
Yet it's far from being done. Next to improving the lighting simulation itself,
I need to separate the phosphor dots from each other with a black mask such
that no light will scatter straight into the dots right next to any other dot
on the phosphor screen. I think Sony invented that (Black Trinitron) to gain
more contrast and reduce color bleed. Another thing to add is a glass layer
which will introduce some scattering and reflection on its own as well as some
color tint.
I discovered it some months ago and haven´t used any other software for pixel art since then, it´s a great program and many pixel art gurus recommend it. The current version is 7.0.something.Last Friday I tried out Pro Motion 6.5 just for fun and ended up really liking the software. I recommend everybody to check it out, especially if you're pixel artists
Here's something I did while learning the ropes of the new software, turned out pretty well! I have a simple game concept in mind which might work with this, so maybe this test will turn into a little game in the future.
Still voting for the old one. Sure, the old one needs some work, but this newNew vs Old
Damn dude your work is an inspiration
Thx guys! Being inspirative is the best compliment you can make! I reallyYou´re crazy....seriously, you´re doing an awesome job. ...
Nice, nice! Is there already some gameplay to show?Dave has been working more on the bomber detail, while I've been putting together more gameplay/interface improvements:
New vs Old
Thanks!Loving the new one.
Didn't understand that quiet well, do you think she looks too young?Still voting for the old one. Sure, the old one needs some work, but this new one looks like a kid being trimmed to look like a youngster. Don't know, but something looks odd for me. But that's perhaps just me.
(Just a concept art, not final needs some tweeks)
Hi guys, I'm a recent high school graduate and was consdering doing what I believe is the equivalent of a degree in Game Design and Development (I'm based in Spain and I belive this is the equivalent of a minor for US college), and I was wondering what GAF's opinion on the course is.
Is it a viable life decision? Will I be able to find work or establish my own "studio"?
It's better to pick a specific area of game development that you like (ie. programming, art, music) and study that specifically. That way, if the game industry chews you up and spits you out and you're left without a job, you still have a valuable degree that can be used in a different industry. For example, someone who wants to program games can study Computer Science and have a ton of jobs available outside of games if they can't succeed in getting hired by a game company (or maybe they do get hired, and realize making games isn't for them, then they at least have a way out).
I don't know how it is in Spain but in the U.S. most game design programs are money-grabbing scams, and/or aren't even accredited.
Well this is a state-established and accredited course (and it's mostly free thanks to our education system) so in that sense it should be fine.
The biggest issue is that our programming and computer science courses are super out dated, which is why I'm considering of taking this relatively new course (established around 2013).
I'll look into the art aspect though, thanks!
Yes.... Didn't understand that quiet well, do you think she looks too young? ...
New vs Old
Programming is in my experience just about the only viable education/profession. I absolutely love game design and making levels, but you gotta be something really special to get a job. Programming is the pretty much the only education that can get you different jobs outside of games. Sometimes modelling or drawing can do this too but you need a very different set of skills to get good at that.Hi guys, I'm a recent high school graduate and was consdering doing what I believe is the equivalent of a degree in Game Design and Development (I'm based in Spain and I belive this is the equivalent of a minor for US college), and I was wondering what GAF's opinion on the course is.
Is it a viable life decision? Will I be able to find work or establish my own "studio"?
Hi guys, I'm a recent high school graduate and was consdering doing what I believe is the equivalent of a degree in Game Design and Development (I'm based in Spain and I belive this is the equivalent of a minor for US college), and I was wondering what GAF's opinion on the course is.
Is it a viable life decision? Will I be able to find work or establish my own "studio"?