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Re: Untitled Platformer - Artists' corner
[Re: SirCamaris]
#310594
02/15/10 20:20
02/15/10 20:20
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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@SirCamarisI liked your two new levels, the hole level & spike level ...but I must admit that your first geometry design was much more advanced & impressionable. It seems you are turning your attention more on project gameplay and programming then on project design. I may be wrong, but your new two levels should have been more geometry-driven since your design Focus is level geometry. You are right about 2D characters- when I gave it more time I realized that there shouldn't be any problems. I'm sure that, with good programming, they can work with depth-levels just as good as the 3D model. @TxesI downloaded your first level redesign and it is great! I like the way you managed to get rid of level square-frame and still preserve the level-frame size. My personal, overall impression of the style is very positive: colors are well balanced, details are nicely blended and your layer system is both very discrete and very precisely contrasted. There is just one thing: you have replaced the 3D boy character with your 2D sister character but she doesn't have any animations There is nothing in your Focus about it so I don't know if you are planning to animate her and present her as your main player character design or she is there just for fun.
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Re: Untitled Platformer - Artists' corner
[Re: SirCamaris]
#310649
02/16/10 09:47
02/16/10 09:47
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Woot! Love the whole "find the hidden passage" thing. We should definitely go for multi-lane, if that's possible. Problem is that it really doesn't work with an isometric view.
Even without the 2d walking we could still hide passages though, using geometry infront of the passage...
~"I never let school interfere with my education"~ -Mark Twain
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Re: Untitled Platformer - Artists' corner
[Re: SirCamaris]
#310659
02/16/10 11:53
02/16/10 11:53
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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Hi friends, i'm really glad for your words. They tranquillize me somehow. @SirCamarisYou are right: The panel clones block geometry. I'm focused in visuals so our works are totally mixable! @GanderolegI've to admit that i inserted my little girl for certain that she was against design instructions, but i have not any 2D character example to work with. Anyway, she is a clear example of how pure colors (Red, green & blue) fit on my design. I've never properly animated a character so i can't focus my work on this task. I could try it but i'm certainly better on 2D enviroment drawing. I would like to know if someone in the team is drawing a 2D or 3D character. What do you think? Should i try it? Next day (i think thursday) i will try to complete my level with elements like a gem, a box, a button, a lever, etc, with simple animations and i will try to include almost one dynamic hornamental effect. I don't think that i have enought time to finish all my proposals but i will try to take time below stones.
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Re: Untitled Platformer - Artists' corner
[Re: txesmi]
#310683
02/16/10 14:46
02/16/10 14:46
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Expert
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Posts: 2,640
Earth
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@ Txesmi Yes, I'd say please try making the character. The more ideas we have to choose from, the better, and right now we have none As for cloning the level geometry using sprites: My art example uses the exact same method. Problem I'm having right now: how do you place it in the level? Drawing the thing and then adjusting the level geometry to it is rather a pain because WED doesn't show the contents of sprites, only rectangles... or am I wrong? We could get screenshots of the level geometry and then draw on those screenshots, but that's a long process as well, depending on how many levels we make. I'm thinking about a way to code it: if you have a transparent image maybe we could make 3dgs place blocks (map entities) wherever the image is not transparent... that sort of thing...
~"I never let school interfere with my education"~ -Mark Twain
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Re: Untitled Platformer - Artists' corner
[Re: Germanunkol]
#310718
02/16/10 17:28
02/16/10 17:28
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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@TxesI agree with Germanunkol- the more artwork to choose from the better. I will also try to make my 2D/3D character design proposals and I hope that there will be a few more. @GermanunkolThe automatic filling of the non-transparent parts of the panel with geometry is a great idea ..but we shouldn't rush with this code, since it hasn't yet been decided if game is going to have 2D or 3D levels. But if George and our two teams decide on 2D levels we should consider it to be one of the options. I'm sure that, if this can be done, George or someone from the programmers team will know how to do it. @SirCamarisYour last level is really lots of fun I believe that level-depth should definitely be considered as a must in this project regardless of environment concept(2D/3D).
Last edited by Ganderoleg; 02/16/10 17:29.
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