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Friday, August 9, 2013 - 14:08

Well, anyone is grateful for new LPC artwork you fund... no questions asked really ;)

Friday, August 9, 2013 - 11:31

Do you really need the wiki? Posting the work here on OGA and making a collection would be fine too, no?

Friday, August 9, 2013 - 11:28

Hmm, how about sharing the 3D source file too?

But (sorry if I am wrong), this looks a bit like you used some "free" asset and animation to render this gif? In that case you most likely can't release it under a license of your choosing, as it is a derivative work.

P.S.: Share some newer works of yours too ;)

Thursday, August 8, 2013 - 16:52

As I said, more animated level-props would be great... stuff like moving flags, flickering lights, running water, wind going across a grass tile, dust devils etc.

It's the small things that make a game alive!

For the characters a "bumping into" animation and other such small nice effects would be good too.

Wednesday, August 7, 2013 - 17:36

Hmm, maybe vehicles and power-ups?

Edit: in general more animated stuff I guess, to make the world more lively?

Huge insect enemies would be cool too.

Wednesday, August 7, 2013 - 12:37

That is indeed quite useful for inventory art or such. An easy way to create a hight-map to calculate a 2D normal-map would make this perfect though (yes even many 2D games use normalmaps these days, and it works surprisingly well with pixel and illustrative art like this).

Tuesday, August 6, 2013 - 13:25

I 100% agree wit p0ss and the others... good tools are really missing for most OS games/engines. That and the use of strange custom formats no properly working exporter for Blender exists or it only works with some long outdated version (I have literally about 5 different versions of Blender installed because of that).

However simple text files are not necessarily bad. Case in point, in Torque3D you have to set up really complex settings in the blender GUI to be able to export a model... Darkplaces or Cube2 etc on the other hand use simple to understand text files for the model configurations, which you can just cut&paste and slightly modify.

Which brings me to the other reason why open-source engines are hard to mod: lack of preexisting working-ingame content (script and assets) one can cut&paste and tinker with. This might be an even higher barier than the sometimes obscure but existing tool-chains as some of the commercial game engines suffer just as much from that.

Edit: single most lacking preexisting asset for 3D open-source games: humanoid rig with ready made animations one can just attach a new model to :(

Tuesday, August 6, 2013 - 12:57

Can't believe no-one has praised you for this yet, I guess OGA has really become too 2D centred.

Tuesday, August 6, 2013 - 12:56

really nice one, and awesome video tutorials too!

Friday, August 2, 2013 - 17:41

Sorry didn't see your reply earlier.

Honestly I didn't have a look at the rig for a long time, and it is probably either something that changed in Blender or an amateurish error of mine back then (both equally likely I guess).

However quite often it is also easier to adjust the mesh to a rig then the other way around.

But as I wrote back then already... I am really no expert on rigs and am just struggling with an similar error on another rig I got from blendswap :(

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