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1  General Category / Introduce yourself / Re: Art guy on: August 27, 2009, 02:11:14 PM
hey guys. i'll be off for some days maybe week. Its Trade-show time at work and i'm overload.

cya
2  Development / Graphics / Re: Weir render, a WIP on: August 26, 2009, 01:55:42 PM
good stuff but there's a weird seam in the middle of is face lol
Ears seem pointy tough
What are using to model?
3  General Category / Meetings / Re: Meetings, Meetings.... on: August 25, 2009, 01:21:32 PM
i suggest that too. BTW Sirren since your one of the most active artist around. whats your timezone? maybe we could chat together on IRC some day.
 i'm GMT -5 in Montreal,Quebec
4  Development / Graphics / Re: HUD on: August 25, 2009, 01:19:51 PM
i would suggest not to go to detail for the HUD , let just go for color and use the inventory to add info on the body wound with percentage.
Or maybe you can have a bigger humanoid image in the Character menu with clearer info with percentage and the rest (frostbite etc)
5  General Category / Off topic / Re: open source games on: August 25, 2009, 01:14:56 PM
wow bunch of good game in there.
thanks
6  General Category / General Discussion / Re: Sameness of objects - a million perfect copies on: August 22, 2009, 02:22:24 PM
i currently plan to make a similar list of the stuff needed with the variant.
7  Development / Graphics / Re: HUD on: August 22, 2009, 02:21:08 PM
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but also not distract from the game window.
its pretty hard to be distact right now since there nothing interesting in the game window ATM. Smiley
8  Development / Graphics / Re: HUD on: August 22, 2009, 04:37:32 AM
New try. Not much difference on the disposition. i start with a 3d rendered frame.

9  General Category / General Discussion / Re: Background story and Description of events in WWIII (PARPG Background) on: August 21, 2009, 10:22:14 PM
i;m no authority but i would suggest to give us some meat and then we start from there.
My impression would be that there were a conventionnal war before that start with some frontier invasion ( conquest of the north pole anyone?)
as if other country enter the conflict would rely on what is the reason of it, naturally. For example if china enter the WW3 they need reason for, they want there share of commercial water way etc etc.
Again i'm no writer so its just my opinion.
10  Development / Graphics / Re: HUD on: August 21, 2009, 07:50:57 PM
a small humanoid like in Deus Ex? it might do the trick
Top left corner
11  General Category / General Discussion / Re: Sameness of objects - a million perfect copies on: August 21, 2009, 05:43:26 PM
i will try to reply with the best of my knowledge
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Can objects have different colours easily?
If we can use layered sprite yeah. we can defined zone with RGB and assigne different color to it. But personnaly for STATIC objet i would prefer have different model.
For animation stuff wich are long to render, i would use Layer Sprite.
And i fully agree with you. life is straight with perfect angle , things need to be broken down. And it will.. as soon i get a hand on the editor Grin
12  Development / Graphics / Re: Small city style ( Kaliningrad) on: August 21, 2009, 03:15:07 AM
More soviet trooper, i guess i starting to get feed up of gasmask. i will try different stuff.
Standard bearer, Bazookas trooper and some steroid muscle monster with turtle shell armor... don't ask
I'm not always controlling my pen.

13  General Category / General Discussion / Re: Sameness of objects - a million perfect copies on: August 21, 2009, 03:11:49 AM
hey at least did someone notice i changed the character?? yeah?  its a little me Cheesy
Now you now what i look like... in Iso and from 30 M aways.
I agree with Shevegen. Barra i remember  telling it might be great if some programmer or anybody able to, does a small tut for us artist to test new asset. Even if its a test map it might be good as shevegen said to have multiple stuff in it.
And the map editor doesn't work on my side, same as the game. The only game that run was the exe Kaydeth ( i guess) made.
14  Development / Graphics / Re: HUD on: August 21, 2009, 03:07:28 AM
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- How or where can the player access skills?
i will need to add a character button. Where? i dunno yet Cheesy maybe close to the portrait. Maybe by clicking the portrait? might save space
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- What is the bar to the very left with the 85 green bar?
Health bar. Right now there only one picture but since i remember there suppose to be party i thought it migh be interesting to have all your party health visible a la Fallout Tactic.

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- How should buttons be viewed? Right now some buttons have different size (i.e. the menu button opens another menu, where the buttons each have a different width, at least for that menu I think the same width would be better)
you're absolutely right. I was just lazy when i came to this and don't forget the VERY-WIP status for the HUD. Right now its closer to a brainstorm then and usable HUD Cheesy

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Will we see coldness effects,
I guess this could be seen with the Thermometer ( the red/blue bar) Or by the character menu.
http://wiki.parpg.net/Image:Eleazzaar_invgui_idea.jpg
But you could see a snowflake icon over the member tht suffer from frostbite. plus the minus of agility or whatever happen when you get your toes frosted. Move slower? or with frosted  finger you lose some dexterity... like in reality. Wink


Thanks for your input.
15  Development / Graphics / Re: Animation editor / rendering script proposal on: August 19, 2009, 06:13:04 PM
i'm still working on my rendering script for 3DS MAX. so thats one.
From what i read on the wiki, it can be possible to extend it so it convert the animation editor and the XML part.
but if someone offer to create it externally i won't mind, plus it might help to contourn the 3d package issue.
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