Common solution is to put an extra couple of bones in the forearm to smooth the transition (through weight painting) between the elbow and wrist/hand. While you can handle the animation of these bones manually, you can get a little bit fancy and have the rotation of the wrist drive their rotation, meaning you don't have to worry about animating it yourself.
Googling something along the lines of "rigging forearm twist" should turn up a bunch of results, and there should be a bunch of tutorials for any art package.
The holes are pentagons. There have to be 12 for the hexagons to tile.Change your coord system? Clearly yours is flawed with all those holes.
Leave out the holes or use discrete spherical coordinates.
why is it so hard to find a decent artist to work with? i'm pretty sure i just got beat for some cash i paid to a pixel artist to do some test work for me. haven't heard from him since he got the payment and he hasn't responded to either of my emails asking for a status update.
my last project (which was cancelled) was a nightmate too with regards to art. it took forever (3+ months) to get someone to come on-board and we were offering full-time work at $30/hour. we ended up with someone who nickel-and-dimed us, demanded that there never be any requested revisions and, if there were, he'd need to be compensated for the extra time. i also believe his time estimates for finishing tasks were extremely bloated so that he was essentially billing us for hours he didn't actually work.
i just want to get a game made... not looking for sympathy, i am just frustrated and need to vent. has anyone else faced such difficulties in finding artists to work with?
Finding the right artist is tough - they either want way too much or they're way too inexperienced. Finding an artist who will work with you for indie rates is even tougher.
That being said, keep looking and don't stop. There's tons of CG forums out there that people are shopping around their work. Deviantart works too sometimes.
When you find an artist though, you can get great works like this:
Loving my artist to death, seriously
I think more often than not people under value artists, so if anything, I'm glad they are valuing their work at high/appropriate levels.
why is it so hard to find a decent artist to work with? i'm pretty sure i just got beat for some cash i paid to a pixel artist to do some test work for me. haven't heard from him since he got the payment and he hasn't responded to either of my emails asking for a status update.
my last project (which was cancelled) was a nightmate too with regards to art. it took forever (3+ months) to get someone to come on-board and we were offering full-time work at $30/hour. we ended up with someone who nickel-and-dimed us, demanded that there never be any requested revisions and, if there were, he'd need to be compensated for the extra time. i also believe his time estimates for finishing tasks were extremely bloated so that he was essentially billing us for hours he didn't actually work.
i just want to get a game made... not looking for sympathy, i am just frustrated and need to vent. has anyone else faced such difficulties in finding artists to work with?
Well you have to take into account that qualified artists are weighing your job against freelance art contracts from all sorts of sources. They'd probably rather be working on your game but they can be making anywhere from $250 - $800+ a day doing something less interesting but more lucrative.
Higher rates also tend to transfer ownership and other considerations.
I'm not saying to undervalue your artists. I'm saying typically, from what I've searched for artists out there, is they are trying to get you to pay them at rates only major companies will pay. Which means it's hard for an indie studio to find someone that will work with you and create something great looking at the same time.
What kind of game is this? Casual like Candy Crush?So ... I had quite a revelation tonight, and it's giving me a lot of thoughts.
The game I'm making at the moment was originaly conceived as an asynchronous multiplayer game.
But tonight, I suddenly realised that the core concept and mechanics would also work very well in a standard puzzle game. By standard i mean a hundred levels increasingly harder, think Candy crush.
Having realised this, I'm wondering which way I should take and if I shouldn't transform the game into this.
The only technical downside would be having to build the levels. All the rest is already done, only needs a few adjustments.
Now I have three choice according to me ...
- keeping my focus on multiplayer asynchronous game.
- redesigning the game to become a puzzle level oriented game
- include both in the game.
Now the main advantage of puzzle style is that there are a good number of way to monetize the game, much easier than an asynchronous game.
But I originally envisionned the game as a Versus game. As you can see, I'm quite conflicted on this. I'm currently thinking about shipping the game with either of the modes, and updating later with the other, but I'm not sure it's a good idea.
Anybody having a few insights on this ?
I'm not saying to undervalue your artists. I'm saying typically, from what I've searched for artists out there, is they are trying to get you to pay them at rates only major companies will pay. Which means it's hard for an indie studio to find someone that will work with you and create something great looking at the same time.
So ... I had quite a revelation tonight, and it's giving me a lot of thoughts.
The game I'm making at the moment was originaly conceived as an asynchronous multiplayer game.
But tonight, I suddenly realised that the core concept and mechanics would also work very well in a standard puzzle game. By standard i mean a hundred levels increasingly harder, think Candy crush.
Having realised this, I'm wondering which way I should take and if I shouldn't transform the game into this.
The only technical downside would be having to build the levels. All the rest is already done, only needs a few adjustments.
Now I have three choice according to me ...
- keeping my focus on multiplayer asynchronous game.
- redesigning the game to become a puzzle level oriented game
- include both in the game.
Now the main advantage of puzzle style is that there are a good number of way to monetize the game, much easier than an asynchronous game.
But I originally envisionned the game as a Versus game. As you can see, I'm quite conflicted on this. I'm currently thinking about shipping the game with either of the modes, and updating later with the other, but I'm not sure it's a good idea.
Anybody having a few insights on this ?
why is it so hard to find a decent artist to work with? i'm pretty sure i just got beat for some cash i paid to a pixel artist to do some test work for me. haven't heard from him since he got the payment and he hasn't responded to either of my emails asking for a status update.
my last project (which was cancelled) was a nightmate too with regards to art. it took forever (3+ months) to get someone to come on-board and we were offering full-time work at $30/hour. we ended up with someone who nickel-and-dimed us, demanded that there never be any requested revisions and, if there were, he'd need to be compensated for the extra time. i also believe his time estimates for finishing tasks were extremely bloated so that he was essentially billing us for hours he didn't actually work.
i just want to get a game made... not looking for sympathy, i am just frustrated and need to vent. has anyone else faced such difficulties in finding artists to work with?
Nice! However, I was thinking there needed to be some sort of belt-strap-helmet as well to provide more guns. Here, I added more guns just in case. I hope you don't mind.Velociraptors are awesome, but velociraptors with guns is even better
Can you say why Dual Quaternions don't work for you in blending rigidThanks man! I'm the rigger/animator for the game and I needed a way to fix this since Dual Quaternions didn't work. I'll keep you posted on how this turns out.
So ... I had quite a revelation tonight, and it's giving me a lot of thoughts.
The game I'm making at the moment was originaly conceived as an asynchronous multiplayer game.
But tonight, I suddenly realised that the core concept and mechanics would also work very well in a standard puzzle game. By standard i mean a hundred levels increasingly harder, think Candy crush.
Having realised this, I'm wondering which way I should take and if I shouldn't transform the game into this.
The only technical downside would be having to build the levels. All the rest is already done, only needs a few adjustments.
Now I have three choice according to me ...
- keeping my focus on multiplayer asynchronous game.
- redesigning the game to become a puzzle level oriented game
- include both in the game.
Now the main advantage of puzzle style is that there are a good number of way to monetize the game, much easier than an asynchronous game.
But I originally envisionned the game as a Versus game. As you can see, I'm quite conflicted on this. I'm currently thinking about shipping the game with either of the modes, and updating later with the other, but I'm not sure it's a good idea.
Anybody having a few insights on this ?
What kind of game is this? Casual like Candy Crush?
My gut reaction would be to stick with your original plan and finish that first. Don't lose focus now. You might end up switching things up again and again, and never get anything shipped. At least let the new idea sit with you for a while before deciding. It might seem awesome just because it's fresh.
I'm going to offer my raw opinion: You talk about monetization as a motivation. Remove that from the equation and think solely of the player experience. Is the game still what YOU envisioned it to be? Is it still the game you wanted to make? Is what you are about to change going to affect the player's perception of the game? If so, how? Will it increase the value (the player will think the game is better)? If so, then you should do it, for sure!
To go further, it sounds like offering both modes would be best, if possible. Are you going to go insane in doing so? If so, fall back to what will offer a better player experience.
I apologize for being so simply "Jesse Schell" about the player experience part of the game, but I honestly believe that if a game offers a better experience for the player at an ...ahem, "non-optimal" monetization model, it will still succeed...at least in some way.
Jack_AG: SUPER LONG BULLSHIT POST INCOMING
(some of the things he wrote may apply to you)
Velociraptors are awesome, but velociraptors with guns is even better
I think they're using Unity and that method isn't supported there, at least not without third-party tools. I did a test model up with DQ probably a year ago and it interpreted it as linear instead with no option to change that; I'd bet that hasn't changed since.Can you say why Dual Quaternions don't work for you in blending rigid
transformations for eliminating the candy warp? What have you tried?
I second this. The dinosaurs are almost lost against such an intense backdrop; either they should be adjusted or the background should, because they currently don't mesh too well.very cool, but if I might just make a tiny suggestion, the green is too big and rich and strong, it's gonna hurt people
Notice how much more noticeable the striped areas on the dino are even though it has been untouched.
MikeHaggar, what are your requirements? If they're small, I may have time to help you, and if they're large I can ping some other artists for their availability. By requirements, I mean like how much art do you need? Is it minimalist Sword and Sworcery type stuff or full-blown SNES/PSX/GBA/DS-era pixels? Lots of animation? Also, budget range, since some of them are quite expensive.
I think they're using Unity and that method isn't supported there, at least not without third-party tools. I did a test model up with DQ probably a year ago and it interpreted it as linear instead with no option to change that; I'd bet that hasn't changed since.
I second this. The dinosaurs are almost lost against such an intense backdrop; either they should be adjusted or the background should, because they currently don't mesh too well.
Maybe the green is too big to fail though.
It may help if the hue of the green is closer to blue than yellow, so you don't have to sacrifice your saturation if you like that.
Notice how much more noticeable the striped areas on the dino are even though it has been untouched.
I've got some more resolution questions if you don't mind me asking.
So If I want my game to look amazing on a super high resolution, like 1920x1080, do I have to create art assets based on that? And then downscale everything to fit on smaller resolutions and screens, like the Vita? But doing it that way I'd surely lose a lot of detail once I scale it down.
Or is another route to think of smaller resolutions first, and then upscale everything? I guess I'm just concerned the art will look blurry and gross when you play it at a large resolution.
Should I choose a middle ground and then work from there?
Thanks guys.
So long as your assets are vector, you scale the vector and rasterize it, you won't loose any quality. You'll have to tell the engine to use different banks of assets depending on the resolution the user is running.
Alternate, if memory is not a concern you can make everything the highest resolution and downsample but its really inefficient.
The trick is going to be to make sure that your smaller assets aren't hard to read when they're shown on a smaller resolution.
So basically if you're working in vector, draw everything how you'd see it on your smallest screen, then when you rasterize those vector objects make sure you rasterize them at the higher resolution.
Hoping to get some feedback on this screen here, any and all critiques welcomed.
It's an area select screen, you move your meeple there around to select different areas, the gold coin (which I'm currently redoing) indicates there's a quest or someone to talk to in that area.
Much appreciated in advance.
Now, what if I decided not to work in vector graphics? The reason I ask is because my artist and I ended up liking the work he did more in it's more "organic" style than the clean vector one. So now we can't use vector magic anymore. In this case, should I aim for a middle ground?
i'd suggest considering not obscuring the graphic for each area with the marker. perhaps you could make the gold coin smaller and put it to the left of the name of the town? that way, the graphic representing the area is still visible and not obscured. other than that, i think the screen is laid out well and clear.
i'd suggest considering not obscuring the graphic for each area with the marker. perhaps you could make the gold coin smaller and put it to the left of the name of the town? that way, the graphic representing the area is still visible and not obscured. other than that, i think the screen is laid out well and clear.
These are good suggestions.
Also thanks for the advice, that makes sense.
Can you say why Dual Quaternions don't work for you in blending rigid
transformations for eliminating the candy warp? What have you tried?
The Dual Quaternions work just fine in Maya, the problem is that Unity doesn't seem to work with them. So the animations I have in Maya are don't have candy wrappering but it does in game. Another poster in this thread said that Unity doesn't accept Dual Quaternion skinning and after checking my animaitons in Unity they were right. Currently I'm trying to put a forearm joint in the rig but it's an autorig and it's not having any of that.
Edit: Screwed up quote. My bad.
Hey guys, quick question for y'all. I'm launching a kickstarter for my game soon, and something I'm stumped on is coming up with the name of the studio. I'm not going to ask for ideas, since I think that's the wrong way to go about it. Instead, I'd like to ask you all, if you have a studio name, how did you go about coming up with it?
Hey guys, quick question for y'all. I'm launching a kickstarter for my game soon, and something I'm stumped on is coming up with the name of the studio. I'm not going to ask for ideas, since I think that's the wrong way to go about it. Instead, I'd like to ask you all, if you have a studio name, how did you go about coming up with it?
Feel free to play it here: http://or.paleozoic.com
"Please use a controller." Um, how? It doesn't seem to detect my 360 pad. I can't make it past the fourth level with a keyboard. >_< The "magic jump" seems a bit wonky... but maybe I just need more practice with it (and a controller). Anyway, seems like a fun game. And just $5 to get it? Will support IndieGAF.
What about programming it yourself (let Feep do it )?... The Dual Quaternions work just fine in Maya, the problem is that Unity doesn't seem to work with them. So the animations I have in Maya are don't have candy wrappering but it does in game. Another poster in this thread said that Unity doesn't accept Dual Quaternion skinning and after checking my animaitons in Unity they were right. Currently I'm trying to put a forearm joint in the rig but it's an autorig and it's not having any of that. ...
xDMissile, I would guess issues include:
1. Feep doesn't want to do it (and the time to understand, experiment, and implement exceeds the time it would take to work around the issue in the model)
2. Feep's new programmer may not want to do it
3. Perhaps most importantly, I am not sure if Unity provides that level of animation/model engine tailoring. Someone was just recently complaining about not being able to tailor a different aspect of Unity. Correct me if I am wrong of course since I don't use Unity much at all.
Hey guys,
I have been following the posts from this thread for a while and I would like to congrats every indie developer who contributes with his passion to make this community bigger.
On the other hand, now, I have the chance that I was waiting for a long time, to show you our almost finished game, called Chronology, that is currently on Steam Greenlight.
The game its about and Old Inventor, who needs to defy the time by manipulating the past and future to fix the present where a mysterious catastrophic event took place.
In the project, my role was as an art director, here you can see the result of my work :
Video link http://www.youtube.com/watch?v=i0GlGYbJH5I
If you would like to find more information regarding the game, like concept art, you can visit the game Steam Greenlight link.
http://steamcommunity.com/sharedfiles/filedetails/?id=205091899
Thanks for reading it and if you have any feedback I would be happy to answer
(Somehow, I only seem to come in here to vent. Sorry about that)
The Unity people seriously hate everyone that doesn't want to use their editor and prefab system for everything, don't they?
There is no way of setting up or modifying all the parameters of a particle system, either legacy or shuriken. You want to edit the ellipsoid size in legacy? Nope, not yours. You want to set up or edit any of the modules in shuriken from your code? Let's all laugh at you. "Just create 50 billion prefabs and switch between those with Instantiate, adding them as children to your game object!"
Whyyyyyyy...
(It becomes even worse when you check out all the other forum threads and everybody else rants about it for years, but no solutions are forthcoming)