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Saturday, July 20, 2013 - 11:46

How did you get the soft painterly look and still use the 32 color palette? Did you paint in full RBG and downsample to the palette version? Or is this really just careful pixel art?

Thursday, July 18, 2013 - 08:32

genuine_zealout we'll check on the defaults for that config file. I think it's supposed to be Joystick Off by default.

Thursday, July 18, 2013 - 02:04

These are well made. Are you the artist that created these for SGA? If so, kudos.

I like that this free sample contains many of the colors most used in games.

Wednesday, July 17, 2013 - 18:02

It'll take an artist 15 mins to 1 hour per frame depending on how complex the character is and how skilled the artist is. You could pay more hourly and still pay less overall for a great artist!

Count up the number of unique frames you need, minus any mirrored ones. Maybe you'll need about 60 unique frames for just the 4 animations you listed. But you may remember more animations you need, so make sure you have everything thought out in the beginning.

Now figure out how much a pixel artist costs. Maybe you can get an amateur freelancer to do it for $15/hr., but professionals will cost $60/hr or more.

So let's make a VERY conservative estimate! 20 mins per frame, 60 total frames, $15/hr.

That's 1200 minutes, or 20 hours of work. At $15/hr that is $300.

Tuesday, July 9, 2013 - 11:55

Hm, it appears in the hand when I swing. I'm using the latest engine build from the repo though, not the 0.18 release.

Tuesday, July 9, 2013 - 11:33

@hahaitwork sure, just put my name (Clint Bellanger) somewhere with the credits. Thanks!

Friday, July 5, 2013 - 12:15

http://clintbellanger.net/temp/backpack_weapons.zip

Try this mod. (put it in your mods folder then enable it in the config screen). It makes the male's greatsword attach to the back instead of the hand during most animations.

You can see the illusion breaks for some directions (noticeable if you face northwest). That's because the draw order for holding a sword in the hand is different than having it on the back, so it doesn't draw in the correct order all the time.

The engine doesn't have a way to really solve this right now. Draw order is by slots, and that is sorted by the most common position of the slots (hand in this case, not back).

Can't give a specific item a unique draw order, because if several simultaneous items have unique draw orders then it's probably not possible to always solve the correct final order.

If all handheld items were usually sheathed there may be a new overall draw order that works better. E.g. if I make this mod so that all right-hand weapons are sheathed to the backpack, I think the mod could also specify a new engine draw order.

But it might be close enough that casual use is fine? Let me know what you think.

Friday, July 5, 2013 - 10:30

I can create one of the files as a test. Let me try the greatsword.

Friday, July 5, 2013 - 09:59

It's something I think about sometimes.

In the case of bow shooting I put away the melee weapon. One easy change would be if some melee weapons were always put away (e.g. at the hip or on the back), and are in the hand only when actually doing a melee attack. Or, e.g. a shield that is on the back and appears in the hand specifically when blocking. This could differ by individual weapon/shield, and nothing about the game engine would have to change.

The harder change would be as you suggest, have different animations when in combat and outside. It's a cosmetic-only change for a lot of work so it's unlikely to happen, unless we can think of a more general implementation that gives us new features too.

Friday, June 14, 2013 - 11:19

This must be a popular tutorial :)

We may want to change the title on this, because Got Milk is probably a trademark protected phrase.

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