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Untitled Platformer - Artists' corner #309269
02/08/10 09:51
02/08/10 09:51
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Team members, please discuss anything that has to do with graphics, etc here.

Re: Untitled Platformer - Artists' corner [Re: George] #309288
02/08/10 13:06
02/08/10 13:06
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
This is great smile Now we can focus more on graphics and I feel we can make something really good.

I believe we should, at the beginning, choose among different global art directions for the game. I know that all the decisions we make here will have to be checked with programming team but I think we should come up with the best graphical solution and then see if it can be implemented.

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ArtPad is up smile
http://etherpad.com/qO7uSEtQPl

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Last edited by Ganderoleg; 02/11/10 16:27.

>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #309289
02/08/10 13:13
02/08/10 13:13
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
Availability -> How much time you're willing to and able to put into the project. I think George Mentioned this because the lead artist needs to be able to spent a little more time on this than the other team members.

George also mentioned using c_move in the other project. As we don't have any 2d-Collision Engine to work with, the game itself should be 3d, if I'm not mistaken. Of course, we can still use sprites here, to make it 2d after all, but using 3d collision hulls. In combination with an isometric view, we could make it look like 2d.
Full 3d will be too much work I believe:
http://trine-thegame.com/site/media/screenshots/trine_screenshot_2009_06_knight_mines_hammer.jpg
At least the backdrop should be 2d, the playing level 3d (collision, c_move) and then we can maybe put more 2d objects on a layer infront of that (grass, clouds, a tree).
Sort of like this:
http://www11.picfront.org/token/y4KU/2010/02/08/1757699.jpg
The further away the sprite is from the camera, the more blurred it should be.
(and tell me if this is nonesense. I just think creating so much 3d art work is too much, and this could be an easy way to stylize the game and make it look good nonetheless.)

Another part that's very important to take into account here is that we need to know all the people who'll do 3d work and who'll do 2d work...
As mentioned in the Email, I'll go for 2d, as I'm more experienced with that.

Last edited by Germanunkol; 02/08/10 13:33.

~"I never let school interfere with my education"~
-Mark Twain
Re: Untitled Platformer - Artists' corner [Re: Germanunkol] #309292
02/08/10 13:54
02/08/10 13:54
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
I guess your right. If someone is to be lead artist he should be able to put more hours in project development then others.

Yes, I forgotten about that- we should have all people say in what segment/segments they think they can contribute most:

1.3D static environment modeling
2.3D character modeling
3.3D animations
4.2D static environment drawing
5.2D characters drawing & animating
6.Texture making
7.Lightning the 3D environment
8.2D panels & menus

I added your suggestion to my first post as number 5 and added similar structure as number 6.

I agree that 3D work would be much slower to do but we must see how many people here are capable of doing commercially adequate 2D work. 2D is easier to do if people are skilled but it's completely impossible to do if people are not. Its better to do 3D if we don't have many 2D artists.



Last edited by Ganderoleg; 02/09/10 01:31.

>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #309332
02/08/10 18:09
02/08/10 18:09
Joined: Mar 2006
Posts: 27
BUG Offline
Newbie
BUG  Offline
Newbie

Joined: Mar 2006
Posts: 27
The idea with the 2d sprites moving in the backround/foreground is a good idea.
Watching some of the demo videos from Superku, I wonder if we are trying to create the levels with some kind of realism (for example a castle, a skyscraper or a forest) or are we just going to make big caves/tunnel systems?

Last edited by BUG; 02/08/10 18:09.
Re: Untitled Platformer - Artists' corner [Re: BUG] #309334
02/08/10 18:14
02/08/10 18:14
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
About 2D/3D, there's no need to limit ourselves because collision detection e.d. is not possible. I have written simple complete 2D collision detection in two hours last night. That's peanuts.


Click and join the 3dgs irc community!
Room: #3dgs
Re: Untitled Platformer - Artists' corner [Re: Joozey] #309335
02/08/10 18:21
02/08/10 18:21
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Joozey: Wicked. How "simple" is it? Like, can it be used for any surfaces? Or just straight surfaces? Any Demo video of a character walking (or just moving) around using your 2d collision?
I still think George wanted to use 3d work though. And I wouldn't mind. I think we could use more predefined functions (c_scan, c_trace...)

Then the "who can do what" argument Ganderoleg posted still seems to be the one that'll decide everything.

BUG, we won't know until the team has decided on the theme... really depends on the game idea.

Ganderoleg, from your list, I can do:
1.3D static environment modeling
4.2D static environment drawing
5.2D characters drawing & animating
6.Texture making
8.2D Menus and Panels

And as for the Art-Style, I'd go for:
5.3D characters & combination of 2D/3D environment

We can always still decide whether only the background is 2d (the distant objects) or all objects infront of the player... etc.

Last edited by Germanunkol; 02/10/10 11:05.

~"I never let school interfere with my education"~
-Mark Twain
Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #309342
02/08/10 19:07
02/08/10 19:07
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Hi team!

You are all right. There are a lot of unaswered questions. Let's speak about what we can do around the project.

I spoke about texturing. I think it is my best chance. I have played with game stuff for years and i think i can try all categories but not professionally.

I worked some years at sign industry and i can draw a linear and plain colored style with some (not great) skills. I think it could get us to find an easy stylized group developed 2D art.

http://partidabierta.com/superku/chica.gif
http://partidabierta.com/superku/bano.gif

The only game producing experience i have is in front of my pc screen, alone, learning and learning. I have never finished a game, because i was not really interested in.

i also agrre that 3d work would much slower.

Salud!

Last edited by txesmi; 02/09/10 19:06.
Re: Untitled Platformer - Artists' corner [Re: txesmi] #309391
02/09/10 01:02
02/09/10 01:02
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Maybe we should try to get to know each other through our artworks, similar to Txesmi's post but, maybe, a bit more concrete.I don't know how many of us have some sort of portfolios but I don't think that we really need that kind of documents in this situation. I believe we should just follow the things that we need & the things that we can do.

If you don't find it too simple, in my opinion, we could start with something like short post of our interests and abilities. This way we could determine who would be the best for what art segment/segments of project development, and, at the same time, maybe determine who would be the most appropriate for coordinating the art team as George suggested.


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #309392
02/09/10 01:06
02/09/10 01:06
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
GANDEROLEG

ARTWORK EXAMPLES

1.3D static environment modeling
http://www.filefront.com/15331635/Sorcerers.zip
(no need to download this if you already played my Sorcerers example application)

2.3D character modeling
Not yet done but I will be finishing my first fully modeled, rigged, uv mapped, textured and animated model in a day or two and contribute it to GS community together with one small FPS game-level.

3.3D animations
*Same zip as 1.3D static environment modeling.
+example of 3D animated cut-scene:
http://www.filefront.com/15432515/2DExamples.zip

4.2D static environment drawing
I don't have anything game-related at this moment but I will update this segment until the end of the week.

5.2D characters drawing & animating
*Same zip as 3.3D animations.

6.Texture making

7.Lightning the 3D environment
*Same zip as 1.3D static environment modeling.

8.2D panels & menus

9.General artworks not necessarily related to whats required for this project
http://www.youtube.com/watch?v=Fr3aje5aux0
http://www.youtube.com/watch?v=eu_X4PUcY4s
http://www.youtube.com/watch?v=CdUCAIZDRhE
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showgallery&Number=272353&page=7
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=283614
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=289779

GAME DIRECTION

I agree with all visual game-directions stated (1,2,3,4,5 & 6).

Last edited by Ganderoleg; 02/09/10 01:27.

>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

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