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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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I wanted to know what you all think of this model? I'll admit, I'm quite interested myself and it feels like an actually realistic alternative to my own approach and goals (which definitely look to be too idealistic to actually work in the current climate), and I'm wondering if it would be a good idea to have Honey on there! What do you all think?
Sounds interesting... depending on how big the library was, how saves worked (cloud-based?), and the monthly cost, I could see it being good.


And yet, amidst all the chaos, you take the time to study french?! :-D

I can feel your pain, though - whenever I move (which doesn't happen too often, admittedly, but still more than I'd like), I tend to make sure my computer is the last thing plugged out/first thing plugged back in... I NEEDS IT (case in point, we moved out four months ago, and I'm quite literally only just now finishing to build the last pieces of furniture since I'm taking a few days' break off Pacha :-D Living in cardboard boxes has its charm up to a point!)

J'adore parler français ;)

My computer was the last thing unplugged, but our house is under construction and has been for months and internet wasn't high enough on the priority list compared to water, electricity, heating... XD
 

Jobbs

Banned
UbQJ8g7.png


Eeeeeeeee I've been Greenlit

Nice 😎 congratulations!
 

Jobbs

Banned
this running power is primarily intended for travel and defense (its combat utility is that you phase out and aren't collidable by most enemies during this time, giving you a chance to recoup during battle)

I made this electrical effect that happens just because I thought it would look cool, but now I keep wondering if people will feel like it should be doing damage.. which I think would make it possibly TOO good

but I'm also a big proponent of things behaving or being the way they intuitively appear to behave or be...

thoughts?
 

MrHoot

Member
Heyao !

Finally did a quick youtube vid just showcasing the moves and background of the game so far

https://youtu.be/WusNK-_6Fx0

Will take a break from this project for a week or two to catch up on other stuff ! But next up will be doing some more variety in the backgrounds and new enemies

Also, if you guys are curious, the image in the beginning is a depiction of the character before his mutation, as a strapping young lad

iPcoUMg.jpg
 
Been a long time coming, but I finally figured out how to arrange my music for dynamic usage. I know how to make seamless loops and whatnot, but I've never produced music in mind to be deconstructed and thrown into parts, I just make full tracks.

This is the first song that I conquered that hurdle with. Needless to say, the game is going to be a lot better once I apply the same methods to the rest of the songs and future ones alike!
https://soundcloud.com/axionmusic/solus-treasure-theme/s-jSZ8f

This was also by far the most interesting and unconventional track I've made for the game so far, went with a 6/4 timing for the second half of the track!
 

Pehesse

Member
UbQJ8g7.png


Eeeeeeeee I've been Greenlit

Congrats :)

Sounds interesting... depending on how big the library was, how saves worked (cloud-based?), and the monthly cost, I could see it being good.

Yeah, that's about my thinking as well! I hope I'll get more details about it soon!

J'adore parler français ;)

My computer was the last thing unplugged, but our house is under construction and has been for months and internet wasn't high enough on the priority list compared to water, electricity, heating... XD

What! Who needs water when we're fueled by PASSION (tm)!

(But yeah, okay, fair enough :-D)

Been a long time coming, but I finally figured out how to arrange my music for dynamic usage. I know how to make seamless loops and whatnot, but I've never produced music in mind to be deconstructed and thrown into parts, I just make full tracks.

This is the first song that I conquered that hurdle with. Needless to say, the game is going to be a lot better once I apply the same methods to the rest of the songs and future ones alike!
https://soundcloud.com/axionmusic/solus-treasure-theme/s-jSZ8f

This was also by far the most interesting and unconventional track I've made for the game so far, went with a 6/4 timing for the second half of the track!

How does the dynamic aspect work in your game? Is it tied to specific player actions? Do you use separate tracks playing in parallel, or do you start/stop stuff when you need to?

Heyao !

Finally did a quick youtube vid just showcasing the moves and background of the game so far

https://youtu.be/WusNK-_6Fx0

Will take a break from this project for a week or two to catch up on other stuff ! But next up will be doing some more variety in the backgrounds and new enemies

Also, if you guys are curious, the image in the beginning is a depiction of the character before his mutation, as a strapping young lad

iPcoUMg.jpg

I like the muted, watercolor-y colors of this one, it has a different atmosphere! Is that something you intend to explore in the actual game as well?
 

MrHoot

Member
I like the muted, watercolor-y colors of this one, it has a different atmosphere! Is that something you intend to explore in the actual game as well?

Eh, not really in the game but maybe for some UI stuff, I dunno. I just wanted to have something more relaxing, also to show off that the character is just not "angry man" all the time :)
 

amanset

Member
So I've been working on a second game for a bit and I'm excited about the third one I have planned.

And then I went and signed a contract working as a programmer for a games company. A contract that specifies that I can't work on anything for anyone else. Including myself.

I guess I'll be working on them in my spare time, massively over-iterate them and then release in the short space between jobs if I ever change job again.
 

Blizzard

Banned
So I've been working on a second game for a bit and I'm excited about the third one I have planned.

And then I went and signed a contract working as a programmer for a games company. A contract that specifies that I can't work on anything for anyone else. Including myself.

I guess I'll be working on them in my spare time, massively over-iterate them and then release in the short space between jobs if I ever change job again.
I'm going to emphasize this: Talk to your lawyer and the company's HR / legal people.

I'm not a lawyer, but I think those sorts of contracts mean you can't even work in your spare time on the corresponding type of work (e.g. you're working for a game company, you can't do games in your spare time). If you ask before the contract you might be able to negotiate, but after the contract you'd really better be sure what it says. Otherwise someone might find out you moonlighted when you release your own game and get you in legal trouble.
 
I'm going to emphasize this: Talk to your lawyer and the company's HR / legal people.

I'm not a lawyer, but I think those sorts of contracts mean you can't even work in your spare time on the corresponding type of work (e.g. you're working for a game company, you can't do games in your spare time). If you ask before the contract you might be able to negotiate, but after the contract you'd really better be sure what it says. Otherwise someone might find out you moonlighted when you release your own game and get you in legal trouble.

Yeah, definitely worth doing. See if you can get the clause removed or changed in your contract, too (you'd be surprised how many employers are actually OK with this).
 
How does the dynamic aspect work in your game? Is it tied to specific player actions? Do you use separate tracks playing in parallel, or do you start/stop stuff when you need to?

This specific track is definitely for a more scripted scenario using area dependent triggers that transitions between loops as the player gets closer to the loot piece. As soon as they reach the platform the climatic drums kick in. And then once they head back the arena gauntlet gets triggered, switching the music to the section that starts with the bass line. And then that continues to build up as the player breaks through these big wall blockers. It uses some logic timers and snap transitions to keep everything synced, and we'll expand upon it in the future to naturally switch (or wait to switch) at the end of a bar.

For more general stuff world stuff, it will eventually be the same setup, baseline ambient track which switches to combat variations depending on the faction landmarks and/or enemy numbers and transitioning between tracks for areas that have to convey a certain theme.

For now, all my loops are sections of the tracks, rather than individual instrumental layers that will build on top of each other. I know there are benefits to the latter, but our game has very sudden and frantic combat encounters between the downtime, so its easier to use start/stop techniques!
 

Pehesse

Member
This specific track is definitely for a more scripted scenario using area dependent triggers that transitions between loops as the player gets closer to the loot piece. As soon as they reach the platform the climatic drums kick in. And then once they head back the arena gauntlet gets triggered, switching the music to the section that starts with the bass line. And then that continues to build up as the player breaks through these big wall blockers. It uses some logic timers and snap transitions to keep everything synced, and we'll expand upon it in the future to naturally switch (or wait to switch) at the end of a bar.

For more general stuff world stuff, it will eventually be the same setup, baseline ambient track which switches to combat variations depending on the faction landmarks and/or enemy numbers and transitioning between tracks for areas that have to convey a certain theme.

For now, all my loops are sections of the tracks, rather than individual instrumental layers that will build on top of each other. I know there are benefits to the latter, but our game has very sudden and frantic combat encounters between the downtime, so its easier to use start/stop techniques!

I see, that's very interesting :) Thanks for the detailed explanation!
 

amanset

Member
I'm going to emphasize this: Talk to your lawyer and the company's HR / legal people.

I'm not a lawyer, but I think those sorts of contracts mean you can't even work in your spare time on the corresponding type of work (e.g. you're working for a game company, you can't do games in your spare time). If you ask before the contract you might be able to negotiate, but after the contract you'd really better be sure what it says. Otherwise someone might find out you moonlighted when you release your own game and get you in legal trouble.

I asked before signing the contract. There's slightly more details than my short version, but I'm being careful about what I saying.

ETA:
I appreciate your input though. You make good points.
 

missile

Member
Well, I finally want to show that little retro engine I'm working on. For,
there is also something to do with me realizing to never post anything about
it while doing so, which is bad. So I've put something together, removed some
of the nonworking parts to have at least something to show. Not much, but
still!

6Dl5cNc.gif


Next time I will have a fly-through ready. Sorry, got some final bugs in my
camera code. The scene is actually pretty simple, it's just a test scene so
to speak.

Next to programming all the rendering algorithms I tinkered a lil around
with spherical texture mapping on rotating frames to get something more cool
looking. The world in the center of the screen is actually rotating, not the
texture as would be much easier.

I've also spent much more time, again, on dithering, quantization etc. Since
my last take on the subject I was a lil behind Photopshop in some departments
but ahead in others. Considering my new work (not finished yet), I think I can
not only surpassed Photopshop but almost any other dithering algorithm in
terms of image quality I've ever seen. For, if there isn't any bug in my code,
it seems that I can now produce banding free low-res images/gifs, adjustable
via a trade-off parameter (even in realtime whereas the trade-off will be a
lil more demanding). Anyhow. If that works to my expectation, then it may
become the foundation of a new gif encoder (I still have that one on my list!).
But that's for another post. If I have it all working, I will show it here.
Having said that, my new technique is already applied to the scene above,
partially, only to a very limited extend, yet the quality is already above
anything what gifcam would offer as a result given it the raw data. Don't get
confused, the image, patterns etc. are pretty low-res here. That's done on
purpose. I wanted it to look that way. :) If I get my little camera bug
eliminated you will see that it looks good in motion, too.

I also made some further progress towards my retrolized defocus. It works but
I used some jittering in time techniques with the drawback that the scene
looks somewhat uneasy when defocused. However, I already have an idea to get
around it using something pretty nice, i.e. Sobol numbers. Anyhow. I can tell
that the current working defocus effect already looks indeed very pixelized,
which produced sort of an pixel art defocus but in 3d. Something I was after
for some time now. Should be ready before holiday! :)


Edit:
You can't imagine what a relief that post is for me. As a programmer I'm
unsatisfied what is seen on screen, because it doesn't even show 10% of what
I've been worked on (pretty cool fresnel/edge specular highlights for example).
But I have to realize that what's seen on screen is the reality. And I have to
adhere to it as much as anyone else has. So be it.
 

orioto

Good Art™
So, the background is not finished at all, but i'm experimenting with visual ergonomic, cause let's face it, the game needs all of it, 100% perfect intuitive and precise interaction with edges of every platforms.

So you know.. , it's difficult to have that and pretty dense scenery at the same time obviously!

But it'll be ok! I kinda like that it looks modern and at the same time super old school like an eighties game.

HampooDemoBlur.gif
 

missile

Member
hafQ57o.gif


Camera/aiming works now. I was tricked to believe I could orient the camera
with just one quaternion (about one axis) in one go. Well, not saying that it
wouldn't work, but after rotating the camera its frame needs to be re-oriented
towards a proper up-direction, if I don't want the camera left tilted after
rotation. The tiled is actually very interesting esp. while looking sideways,
yet needs some more constrains. Anyhow, I've split the orientation to their
individual axis. Now the orientation works like one would expect by default.

I also have my said low-pass filter running, filtering the mouse input and
keyboard presses (smoothing out the discontinuous force) which makes the
movement smooth with a little inertia. The filter is adaptive, I recompute
its coefficients again and again (not much computational resources needed
because it's a nice one-pole IIR filter). This allows me to vary the filter's
cutoff frequency at runtime making it sort of an active filter. Another cool
thing is that with variable coefficients the filter's sampling frequency isn't
fixed. That means for example that the framerate becomes part of the filter.
That is to say, the framerate can vary with the filter adapting to it such
that, for example, the filter's cutoff frequency stays the same despite the
framerate is changing leading to a more consistent behavior.

The shuttering in the animation is due to gifcam.


Edit:

0kky7dd.gif

Mouse signal LP filtered, cutoff frequency at 1MHz. Desktop mouse, pretty
rough for 3d. Yet my mouse isn't the best to begin with. Mouse pad is also
quite damaged already. Mouse signal in this case passes through quite
unfiltered.

ggOIHww.gif

Mouse signal LP filtered, cutoff frequency at 0.5Hz. Pretty inert. The first
animation in this post uses 1Hz cutoff which I find quite handy.


Btw; I've found a way to get around gifcam's annoying color/quantizer issue.
You can slightly prefilter/dither/quantize your image and then use Nearest
when saving the recording with gifcam. In this case gifcam calculates a color
palette over all frame and does simple (nearest) quantizing. Did this for the
two animation above. The color error is gone as seen on the first animation,
yet the quality will suffer slightly in terms of a few shades.
 

missile

Member
So, the background is not finished at all, but i'm experimenting with visual ergonomic, cause let's face it, the game needs all of it, 100% perfect intuitive and precise interaction with edges of every platforms.

So you know.. , it's difficult to have that and pretty dense scenery at the same time obviously!

But it'll be ok! I kinda like that it looks modern and at the same time super old school like an eighties game.

HampooDemoBlur.gif
What I like the most about your graphics is the coloring.
Pretty unique!
 

missile

Member
Weren't we recently speaking about some fog in here? I've implemented a
trivial one for the fun of it. Pretty cool how the atmosphere increases
which such simple fog;

hH1vpOf.gif


Will try some height based one up next.
 

Pehesse

Member
added AOE burn effect to the phased running power



it may be OP at this point.. I'll determine that as time goes

I can't speak about the OP-ness, but it sure looks very nice, and links the visual with the actual effect much more than it did before :)
 

missile

Member
bAEMqH9.gif


Some ground based fog. It decays exponentially with height y. Pretty simple.
In this specific case the optical depth equation can be solved in closed form
given that the density just depends on height and decreases exponentially,
i.e. density(y) = c*exp(-a*y). However, closed forms do have their oddities.

Code:
float a = "density falloff rate"
float b = "distance to object point"
float c = "density scale"
vec3 r = "camera position"
vec3 d = "direction from camera to object point"

if(fabs(d.y) > 1.0e-6f)
  t = (expf(-r.y*b))*(1.0f-expf(-a*d.y*b))/(a*d.y);  // (*)
else                                                       
  t = (expf(-r.y*b))*b;
  
t = expf(-c*t); 
color = mix(fog_color, color, t);

The else part is needed for the case that the direction y becomes zero. You
get that term by either using L'Hospital's rule on (*) or by integrating the
optical depth equation for the special case with y set to zero.
 

Jobbs

Banned
I can't speak about the OP-ness, but it sure looks very nice, and links the visual with the actual effect much more than it did before :)

thank you :D

that was the problem, really, I didn't plan for it to be an offensive move at all, but it LOOKED like it should be doing something and I didn't want to remove that effect because I liked it.

I think things should intuitively behave the way they appear -- this is highly subjective, obviously, but just based on my experience I have a feeling that once someone tests this they'll be like "why isn't this doing damage"? I have a bit of a spider sense for that sort of thing now
 

hampig

Member
So, the background is not finished at all, but i'm experimenting with visual ergonomic, cause let's face it, the game needs all of it, 100% perfect intuitive and precise interaction with edges of every platforms.

So you know.. , it's difficult to have that and pretty dense scenery at the same time obviously!

But it'll be ok! I kinda like that it looks modern and at the same time super old school like an eighties game.

HampooDemoBlur.gif

Looks really good!
 

Feep

Banned
bAEMqH9.gif


Some ground based fog. It decays exponentially with height y. Pretty simple.
In this specific case the optical depth equation can be solved in closed form
given that the density just depends on height and decreases exponentially,
i.e. density(y) = c*exp(-a*y). However, closed forms do have their oddities.

Code:
float a = "density falloff rate"
float b = "distance to object point"
float c = "density scale"
vec3 r = "camera position"
vec3 d = "direction from camera to object point"

if(fabs(d.y) > 1.0e-6f)
  t = (expf(-r.y*b))*(1.0f-expf(-a*d.y*b))/(b*d.y);  // (*)
else                                                       
  t = (expf(-r.y*b))*b;
  
t = expf(-c*t); 
color = mix(fog_color, color, t);

The else part is needed for the case that the direction y becomes zero. You
get that term by either using L'Hospital's rule on (*) or by integrating the
optical depth equation for the special case with y set to zero.
Oh God

One letter variable names

plz missile

plz
 

Blizzard

Banned
Honestly in that case it's probably easier to read the single-letter names since it's like a math formula. You can easily verify whether your formula matches the formula written down in a math text.
 

missile

Member
Oh God

One letter variable names

plz missile

plz
:)~

Honestly in that case it's probably easier to read the single-letter names since it's like a math formula. You can easily verify whether your formula matches the formula written down in a math text.
That was exactly my intention, alas I use longer names in code as well, but
not much longer (like ray, dir etc.). I thought given a better description
of what the formula does leads to a better understanding than cluttering the
formula with longer names, which won't help in any understanding. I think it
is better to understand the formula by what it is supposed to do rather than
guessing what it does by looking at the variable names.

Anyhow, I did a full derivation so anyone can see how the result was derived;

aLIECYe.png


Of course, you can manipulate the density function producing other cool fogs.
But if the term becomes too complex you no longer can integrate the optical
depth in closed form and you have to revert to numerical integration, i.e.
stepping along the ray, which is a bit more computational demanding but leads
to even cooler fogs (volume rendering, basically). However, the given formula
already produces fast and cool looking fog right out of the box. And if you
mix that fog color with the color of the sun (angle dependent) it should look
pretty advanced than, for almost no computational cost compared to full
volume integration.

The formula can be speed up by approximating the exponential function like
exp(-x)~=1-x, but you have to keep the argument pretty small otherwise you will
get banding in the fog.
 

caffeware

Banned
Heyao !

Finally did a quick youtube vid just showcasing the moves and background of the game so far

https://youtu.be/WusNK-_6Fx0

Will take a break from this project for a week or two to catch up on other stuff ! But next up will be doing some more variety in the backgrounds and new enemies

Also, if you guys are curious, the image in the beginning is a depiction of the character before his mutation, as a strapping young lad

iPcoUMg.jpg


Gameplay feels solid/has weight. Very good. What engine are you using?
 

missile

Member
Atmospheric scattering for free! xD

GVEqyRC.gif



For the fun of it, I've implemented the directional dependence of the fog's
color with respect to the direction of the sun and blend both of their colors
together. That's a rude form of light scattering. The angle between the sun
and view direction is my "Mie" term, if you so will, evaluated at just one
position on the viewing ray (camera position). Cool enough to show off! :)

Well, I should stop going any further here despite its cool tinkering around
with such simple yet cool effects. Back to my defocus implementation...


Edit:
IAV1Lur.gif
 
Been a while guys :) Been watching the thread and grats to all who have released, been greenlit etc. Its been a constant source of wonder and inspiration <3

I spent a while working on my souls-like and while I had fun (and learned a lot) it's clearly something too big and complicated for right now so i've been prototyping ideas for a bit and settled on something new.

(super early testing of separated movement and aiming meshes)


I'm aiming for a mech twin stick shooter with heavy loot elements. Sort of a mix between smash TV and borderlands if you will. Been messing with ways to make the mech walk one way and aim the other and it finally clicked so the rest should be relatively easy :)

Hope to be more active as I work on it
 

MrHoot

Member
Gameplay feels solid/has weight. Very good. What engine are you using?

Thanks ! right now, clickteam fusion but i'll move it to unity when I get my actual programmer on the case. Clickteam fusion is really cool but i'm looking forward to version 3, cuz some stuff in it are still very archaic
 

DNAbro

Member
:)~


That was exactly my intention, alas I use longer names in code as well, but
not much longer (like ray, dir etc.). I thought given a better description
of what the formula does leads to a better understanding than cluttering the
formula with longer names, which won't help in any understanding. I think it
is better to understand the formula by what it is supposed to do rather than
guessing what it does by looking at the variable names.

Anyhow, I did a full derivation so anyone can see how the result was derived;

aLIECYe.png


Of course, you can manipulate the density function producing other cool fogs.
But if the term becomes too complex you no longer can integrate the optical
depth in closed form and you have to revert to numerical integration, i.e.
stepping along the ray, which is a bit more computational demanding but leads
to even cooler fogs (volume rendering, basically). However, the given formula
already produces fast and cool looking fog right out of the box. And if you
mix that fog color with the color of the sun (angle dependent) it should look
pretty advanced than, for almost no computational cost compared to full
volume integration.

The formula can be speed up by approximating the exponential function like
exp(-x)~=1-x, but you have to keep the argument pretty small otherwise you will
get banding in the fog.

I took one graphics programming class and I realized I don't like graphics programming. What you do is truly impressive.
 

missile

Member
... I'm aiming for a mech twin stick shooter with heavy loot elements. Sort of a mix between smash TV and borderlands if you will. Been messing with ways to make the mech walk one way and aim the other and it finally clicked so the rest should be relatively easy :) ...
Looks funny already. :) I always liked the idea of moving with one stick
while aiming with the other in any direction.


I took one graphics programming class and I realized I don't like graphics programming. What you do is truly impressive.
Well, I took computer graphics right in the first term at university and
quickly realized that the pretty cool pictures will only result from chewing
lots of higher math about 90% of the (cs) attendees had problems with as we
saw from the all the exercises. So we (a friend of mine) didn't wanted to end
like that sitting in 5th term computer graphics having no idea about the
math. So we skipped that lecture after the first term and started studying
all the higher math from the ground up. I tell you, we haven't see the light
of day for years! We had to let go of all the enticing pictures, they blended
us for too long. Computer Graphics is a b!tch, trust me!

Wanting to do graphics programming without proper math classes is doomed to
failure right from the get-go. It's odd to see how many cs students fall into
that trap. Sure, one can go awhile with what's known from school, but all the
cool stuff stemming from Fourier analysis, Hilbert space projections,
approximation, integration (like used in spherical harmonic lighting for
example) will be a closed book forever.

I remember sitting in complex number theory and we studied conformal
mappings with all their cool properties. But they are odd nevertheless. xD
For, you can map a circle multiple times into a circle using such mappings.
We came to know that the Germans (in WWII) used such mappings for their
advanced aircraft/wing design the Amis were after. It is said that there was
a list of all known German wing designs transformed using conformal mappings
transforming the wing into the unit circle doing the analysis (lift
integration, 2d vortex theory) over there, which was stolen by the Amis.
That story kept us going with the conformal mapping for that term. However,
I never came back to them for a couple of terms. It was only later that I
found out the true power of conformal mappings (our Professor must have
missed to mention) regarding filter design. They can be used to transform
one filter into another one, for example, turning a low-pass filter into a
band-pass. Sounds odd, but it works. I later found (at least it appears to
me) that most of the books about filters just sell you the application of
conformal mappings without saying. xD

What I wanted to say is; there are so many odd ends in studying math, but in
the end it all comes together. Cocksure!
 

Pehesse

Member
HampooDemoBlur%27%27%27.gif


But it's not in game yet so there is much work to do!

That's one nice background! I'm still months (a year?) away from making my own, as I want to get the character right first... but I'm looking forward to learning from yours until then in regards to quality and detail!

As for character movement, I've been resting a bit this week because of burnout, so there's fewer new stuff than before. Still, there's this:

SoftSleepyBison-size_restricted.gif

SpiffyDisgustingHoatzin-size_restricted.gif


I don't think I'll manage to get all of her moveset in before the end of the year after all, but I'll still try to get as close as I can!
 

orioto

Good Art™
That's one nice background! I'm still months (a year?) away from making my own, as I want to get the character right first... but I'm looking forward to learning from yours until then in regards to quality and detail!

As for character movement, I've been resting a bit this week because of burnout, so there's fewer new stuff than before. Still, there's this:

1Ne6Nx6.gif

QGqks1j.gif


I don't think I'll manage to get all of her moveset in before the end of the year after all, but I'll still try to get as close as I can!

Actually i think something like MrHoot style would fit your graphics better! Mine is really dense, way too dense lol! But i want something different.

I tried to make my bacground a little more saturated and contrasted, it's nice looking but clarity points are lost. Difficult balance.
 
That's one nice background! I'm still months (a year?) away from making my own, as I want to get the character right first... but I'm looking forward to learning from yours until then in regards to quality and detail!

As for character movement, I've been resting a bit this week because of burnout, so there's fewer new stuff than before. Still, there's this:

SoftSleepyBison-size_restricted.gif

SpiffyDisgustingHoatzin-size_restricted.gif


I don't think I'll manage to get all of her moveset in before the end of the year after all, but I'll still try to get as close as I can!

Dabbling a little with backgrounds might be a nice way to help combat burnout :) Nothing wrong with dabbling a little just to get some ideas flowing and coming back to them again when you're fully ready.
 

MM4nson

Neo Member
A fellow pals has worked on a new Survival MMO for PC, called Voodoo. Is one of the biggest italian project so far.

The game is on Kickstarter, anyway. If you check out the trailer, please, let me know what you think about the game!
 

missile

Member
... As for character movement, I've been resting a bit this week because of burnout, so there's fewer new stuff than before. Still, there's this: ...

SpiffyDisgustingHoatzin-size_restricted.gif
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Wow. These movements are pretty good looking! I guess we will be blown away
with all of this colored and grounded with some nice backgrounds.
 

Pehesse

Member
Actually i think something like MrHoot style would fit your graphics better! Mine is really dense, way too dense lol! But i want something different.

I tried to make my bacground a little more saturated and contrasted, it's nice looking but clarity points are lost. Difficult balance.

Thanks! I'm planning to try something I don't usually do, which is to abandon outlines for the background (maybe only for the far background, I'll need to test stuff to be sure). My aesthetic is still pretty much defined by character outlines for the cartoon/comic effect, but from what little tests I did, it can mesh well with some background layers that are still cell shaded, but not outlined. We'll see how that works out...

Dabbling a little with backgrounds might be a nice way to help combat burnout :) Nothing wrong with dabbling a little just to get some ideas flowing and coming back to them again when you're fully ready.

You're right, of course! I don't usually like to break a specific workflow (here animation) by doing something else, but I might need to soon :-D
I think most of all I'm looking forward to the winter break, seeing my family, and catch my breath :-D

Wow. These movements are pretty good looking! I guess we will be blown away
with all of this colored and grounded with some nice backgrounds.

Many thanks! Though aren't you "blown away" because of that last move, already, hehehe? :-D But yeah, backgrounds should definitely help a lot in grounding all of that. Just want to get at least all the moves sketched in before considering anything else! (that way testers will be able to try the whole move palette and find issues while I work on other stuff!)
 
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