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Re: Untitled Platformer - Artists' corner
[Re: Ganderoleg]
#332881
07/12/10 17:27
07/12/10 17:27
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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Great work  it's like the player he is sliding on a snow floor instead of running ! Be inspired by Ratchet and Clank, where the hero have a very expressive animation when running , it's somewhat cartoon exagerated animation, but it works very well and bring lot of life in it ! Ratchet And CLank For the second character that have to crouch, because of 2D view, we don't see why we should croush caus there is no indication : it's hard to see where is the space to crouch ! Perhaps you could make a sensitive button ? A little idea : Objects between camera and player should be transparent i think , caus when we don't see the character that's really annoying, we don't see if he is standing, crouching or anything else ! Be inspired again : Shadow complex Well, very good and professionnal work ! Keep up improving it !
Last edited by ratchet; 07/12/10 17:28.
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Re: Untitled Platformer - Artists' corner
[Re: ratchet]
#332896
07/12/10 18:51
07/12/10 18:51
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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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Thanx for checking out my level You shouldn't focus attention on player models & animations: they are only placeholders at the moment  They will be replaced with models of older sister (Big J) & little brother (Little J) when the time comes & their animations will be tweaked. As for JJ&BUM effects, the levels are still awaiting ppe (mostly bloom but I would also like to try how some sort of depth of field would fit), shaders & more particle effects (not only level but also character based). There was some talk about the game's hint system but nothing is decided at this time. I was suggesting a level-map that would have important parts/objects highlighted. As for transparency, I must admit I always liked partial-visibility concept but I can't say that this aspect won't be changed until the end of development. Btw Ratchet And Clank video is great 
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Re: Untitled Platformer - Artists' corner
[Re: Superku]
#332905
07/12/10 19:45
07/12/10 19:45
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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Well for the shaders, not really very important your 3D art is already very great like that and lightmaps ! For Depth Of Field , necessary only if you have distant 3D models like moutains, or for cinematic. If you use a good skybox with blurred mountains, it will work as well and you'll keep good framerate. Perhaps DOF will do a great job ? You are right, good effects makes games visually appealing especially when they are exagerated, it gives lot more life to the scene and more power felling to player when it's attack effect like in games like Ratchet and Clank or Zelda Wind Walker ! Zelda Wind Walker I think the more you work on this game , the more you'll be skilled in this style of game indeed and in level design ! Perhaps you'll make your own Metroid like game after that  !
Last edited by ratchet; 07/12/10 19:47.
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