S4D Mini Progress Reports

Posted by Astryl on Sept. 20, 2014, 1:28 p.m.

This blog is for posting small bits and pieces of progress you've made; anything that you feel doesn't warrant an entirely new blog.

And try to comment on other people's work a bit too! Feedback is going to be very useful during the course of this competition!

Comments

Toast 10 years, 2 months ago

Moikle has got me exicited for our entry.

MUCH EXCITE

Moikle 10 years, 2 months ago

the crash test dummy is a placeholder from one of my other projects

Mairu 10 years, 2 months ago

Huh, that guy looks sort of familiar . . .

Half-Life 3 Confirmed

Moikle 10 years, 2 months ago

I made that same comment on skype to Toast.

Bonus:

sprite render tests

Castypher 10 years, 2 months ago

That…is actually pretty impressive, Moikle.

Astryl 10 years, 2 months ago

Decided to tackle walk cycles first.

The one on the right is for the player, and any detailed characters. The first one is just a reference for other humanoid characters to use.

@Moikle: Those look great; a bit jagged, but it has a nice style.

Moikle 10 years, 2 months ago

thanks :D I am working on getting the settings and textures perfected to eliminate jaggedness without using AA.

also, it is currently a choice between good texture, or good shading. I am trying to get the right ballance.

Acid 10 years, 2 months ago

If you render at 4x resolution, scale down, and make an alpha map, it'll smooth it out for you.

Moikle 10 years, 2 months ago

I found that colouring the outline helps a lot. I render a sprite sheet, open it in photoshop, in two layers, I generate an outline on the bottom layer, and then blur the top layer, and use the lighten blend mode over the outlines only. This creates an outline that isn't purely Black, and seems less jagged

Iasper 10 years, 2 months ago

So I used the little time I had this weekend to just input stats, formulas etc. The party system works and just needs a user interface which means I have to sprite :(