Search found 512 matches
- March 6th, 2011, 1:27 pm
- Forum: Art Development
- Topic: Sleepwalker Animation Commissions WIP - Dwarves
- Replies: 223
- Views: 200470
Re: Sleepwalker Animation Commissions WIP - Horseman
As someone who's been around horses for quite a bit of my life, I must say you've captured the gallop pretty gorram well. I thought I'd swing in and add a few points of my own quickly (and they're mostly from my experiences of riding an old lazy horse who you could barely get into a canter if you we...
- February 6th, 2011, 7:39 pm
- Forum: Art Contributions
- Topic: Possible Masked Dwarf replacements
- Replies: 2
- Views: 2265
Re: Possible Masked Dwarf replacements
I do plan on getting around to these (assuming I can get back into the swing of animating again), but if someone else is looking at them then that's great. Just remember not all the animations are actually finished yet.
- February 5th, 2011, 2:28 pm
- Forum: Users’ Forum
- Topic: FOSDEM 2011
- Replies: 37
- Views: 6189
Re: FOSDEM 2011
Curses, I really wish I could have made good on my intentions to go this year. My whole year at university was banned from going due to the last year's lot leaving their groups a couple of days early and getting the worst grades in recorded history. I'll see if I can generate some interest for the W...
- February 5th, 2011, 2:13 pm
- Forum: Off-Topic
- Topic: What programming language do you prefer?
- Replies: 48
- Views: 11081
Re: What programming language do you prefer?
I know these topics always spark some debate, however as a budding Computer Scientist I've got some views. Java I like as a teaching language, it's got very good documentation and mostly forces you to use Object Orientated Programming. It's got it's downsides too, but I've learnt to cope with them a...
- November 4th, 2010, 10:49 pm
- Forum: Ideas
- Topic: [art] New "water flow" graphics.
- Replies: 12
- Views: 5088
Re: [art] New "water flow" graphics.
:augh: Have you any idea how complex rivers are? Yes rivers tend to deviate to the outside of bends, but there are cases when that's not necessarily true. What's below the surface generally makes the greatest effects (cross reference: stoppers, standing waves, etc.). You start coding that for someth...
- October 3rd, 2010, 2:44 pm
- Forum: Art Contributions
- Topic: Cloud's animations
- Replies: 216
- Views: 61761
Re: Cloud's animations
I believe these are the frames for the Guard Standing. There is a zip file earlier, but it was buried with a load of other files.
I will eventually do some more stuff, but I'm pretty busy at the moment, what with University starting again.
I will eventually do some more stuff, but I'm pretty busy at the moment, what with University starting again.
- October 3rd, 2010, 12:47 pm
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1144
- Views: 446471
Re: Standing and idle animations?
I think you already committed it didn't you? (The frames should be in the anims topic, but I might have forgotten to include them).
- October 3rd, 2010, 11:26 am
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1144
- Views: 446471
Re: Standing and idle animations?
My advice would be to think how the shading would change as he moves - the shield is going to cast a different shadow, if he's breathing in and out (which is the look I'm assuming you're going for) then think about how the light might subtle change on the breastplate. Not to big myself up: http://fo...
- September 23rd, 2010, 8:56 pm
- Forum: Game Development
- Topic: Suggestion about grid engine
- Replies: 4
- Views: 2513
Re: Suggestion about grid engine
I'd assume the concept is pretty similar in any language*, I've tried out a little C#, but I can't say I got particularly far with it, but all the basic syntax was pretty standard, so if you're used to any sort of programming then you can probably work something out. If you're looking at C#, the XNA...
- September 16th, 2010, 8:55 am
- Forum: Art Contributions
- Topic: Comment on Eleazar's Terrain Improvements or other threads
- Replies: 153
- Views: 41206
Re: Comment on Eleazar's Terrain Improvements or other threa
Rivers are notoriously badly done. There's a reason for this - they're very complex things. With waves they don't change much to the casual viewer; yes there are different kinds to people how know, but the waves we have now are a pretty good matchup of the general idea of waves. With rivers, there's...
- September 10th, 2010, 2:45 pm
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1144
- Views: 446471
Re: Standing and idle animations?
I appreciate how difficult it is to animate these rock suckers, but changing a base frame which already has a fair few frames of animation done is only going to take more time to deal with. Plus it's my opinion that the old maxim of quality over quantity applies to our art now; reducing the quality ...
- September 9th, 2010, 11:37 pm
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1144
- Views: 446471
Re: Standing and idle animations?
Hate to say it, but I'm not convinced. Some of it seems smooth, but other bits are quite jerky (the ax, top of his hair, bottom of the beard). His chainmail is not well enough defined in my personal opinion. It's a tricky one I appreciate, but I find bit like that can be exaggerated nicely and you'l...
- September 6th, 2010, 1:08 pm
- Forum: Art Contributions
- Topic: TSG, sprites reedition
- Replies: 111
- Views: 39095
Re: TSG, sprites reedition
Difficult to judge the Dwarf Warrior's bounce without shading, however the axe shaft and shield seem to distort in a way that doesn't seem right to me. The attack, however, looks brilliant, I'd have to see it properly in game to be utterly sure, but it looks like it would work for at least S and SE ...
- August 31st, 2010, 1:30 pm
- Forum: Ideas
- Topic: [UMC] New units ability: Battle Rage
- Replies: 14
- Views: 3585
Re: New units ability: Battle Rage
Also. Please read the Posting Guidelines/Forum Rules. Then remove the color from your signature, and stop using them in your posts. And the FPI thread, although it doesn't specifically mention not proposing the addition of new units it will be helpful if you have any other ideas. That aside, take y...
- August 19th, 2010, 9:59 pm
- Forum: Art Workshop
- Topic: Grom the Barbarian
- Replies: 41
- Views: 10697
Re: My first pixel: a barbarian anti-hero
If you plan to do that, blocking is a much better way to do so. Then you waste less time shading a frame you end up replacing when you realise it doesn't fit. It may cost you little time now, but that's effectively wasted time down the line.jearrr wrote:...quick and dirty animations...