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Member Since 02 Jan 2013
Offline Last Active Jan 27 2015 01:37 AM

#5177786 Calling all Artists (Good or Bad)

Posted by latch on 02 September 2014 - 08:44 PM

My question was rhetorical. I attempt to see the secrets of the universe in the art. You will refrain from saying what I can question using memes.

#5177449 Raster art for beginners.(Tools,problems,tutorials)

Posted by latch on 01 September 2014 - 10:50 AM

I've had some time to check out MyPaint vs Krita so I'm now more qualified to give an answer.


I like the feature set and shortcut keys more on Krita and I have found they are designed to mimic Photoshop(PS) better than MyPaint(MP). This is especially helpful when watching drawing or painting tutorials where the dude is using PS. Most of the shortcuts can be remapped in MP to match Krita/PS but some can't. An example that really bothers me is using the shift key and the mouse/pen to change the brush size- I have yet to find the way to do that in MP.


The lightweightness of MP is nice but in my case where I'm on on 8-core processer with plenty of RAM, a little drawing program is of NULL effect.


One thing where MP shines:

Being faced with an empty canvas is daunting especially when you are already considering your composition. With MP this is not a problem because your drawing space is 'unlimited.' If you start your drawing in another drawing program and it is crowding the frame you have to do a bunch of nonsense to resize and position your image. In MP you draw freely and frame your composition by cropping. This is far easier.


Where it's lacking:

I like the interface and look of Krita more. The layout in MP is complete configurable and you can mostly match the layout of Krita, but even then it still looks like it is- lightweight(see image). You can't apply filters to layers. You can't change layers to exotic types. You can't look at the screen and tell what opacity you are set to or even the size of your brush. That is very distracting.


For doodling and planning layout, I'll use MyPaint and for the rest, I'll use Krita. Actually doodling with Alchemy is fun too!



#5177156 Calling all Artists (Good or Bad)

Posted by latch on 31 August 2014 - 12:07 AM

That cat should be at least look at the canonduck. It's rude- no one likes to be ignored.

#5177151 Calling all Artists (Good or Bad)

Posted by latch on 30 August 2014 - 10:42 PM

^why is that cat there?

#5176847 Raster art for beginners.(Tools,problems,tutorials)

Posted by latch on 29 August 2014 - 12:19 AM

 smile.png It doesn't mean Krita is going to make you paint awesome, or even better than in GIMP, or Photoshop, or Painter, etc...

I wasn't implying that at all. I've tried a few including MyPaint but never seriously considered producing anything with them till I saw that vid.


As I wrote this post I realized MyPaint is still installed on this box and tested it beside Krita and it does use 1/3 the memory.


I will revisit it.

#5176785 Raster art for beginners.(Tools,problems,tutorials)

Posted by latch on 28 August 2014 - 05:46 PM




Well I tried out krita. Guess it did not suit me. Also i could find more reference or tutorial for gimp and quite a lot of people recommend Gimp when a person asks for no price charged art software. Although, your art does look nice. biggrin.png


I wasn't very impressed with it either until I saw this friggen guy paint this:

After I was done crapping myself, I committed to learn how to use it.

#5175829 Raster art for beginners.(Tools,problems,tutorials)

Posted by latch on 24 August 2014 - 09:55 AM

I would also check out Krita. I prefer it for painting with my wacom over gimp.


I'm not the greatest artist in the universe but I was able to produce these with Krita:



seemless bricks


#5163487 Is a 3D webseries realistically possible?

Posted by latch on 28 June 2014 - 02:05 PM

Depends on how many people you have working on it.

#5158845 Quantity over quality in a game when it comes to art - thoughts?

Posted by latch on 06 June 2014 - 09:54 PM

I don't care what it looks like. I just want see a game you have completed, Shane C.


After the engine, gameplay, levels etc are made, visual assets can be changed easily.


If when the game is playable and you don't get good feedback for your images, just call them placeholders during the testing process and replace them later.


Then you can focus on if the game is fun


...which is what really matters.

#5136727 Need advice for 2d platformer tiles and resolution

Posted by latch on 06 March 2014 - 02:42 AM

64 pixels will result in almost 17 rows of your tiled screen. Seems like they would be a bit small.


In this post, you can see my screen has about ten tiles vertically.


My current project has like 6:



Best thing is to build it and scale it dynamically like you said- I calculate the scale based on the detected screen resolution. This bit of code show how the scale controls the size and mx,my tracks the background against foreground. A parallax effect can be achieved with an overlay which moves proportionally with background but slower.

Rect.Initialize((c*128-mx)*scale, (l*100-my+10)*scale, (c*128-mx+128)*scale, (l*100-my+110)*scale)

PPI is irrelevant as it will differ based actual real world screen size.

#5135760 Blender for making Games?

Posted by latch on 01 March 2014 - 07:00 PM

Low Poly is popular these days so I started this game because of the style and the idea of game play has grown as I've designed the elements.



All in Blender.

#5131878 Blender for making Games?

Posted by latch on 16 February 2014 - 07:37 PM

You can see I do a bunch of Blender stuff one can see in these threads:



And an increase in skill as I went on my youtube:


Most of my apps and games have some Blender in them:



Now that I have been using Blender for 2 years(on and off in bursts), I have become an intermediate in terms of skill.


Someone suggested I use a 'real' 3d program presumably because he saw a bit of potential in my work.


I've watched a couple tutorials of professional cgi programs and the workflow seems bizarre and not very quick. Their interface is more mature and there are features of it I like, but after that bit of research I chose to stay with Blender. Where I ever to make a living with cgi, I would reconsider relearning how to model, animate and composite in a  new program.


It can't be that hard- just like learning another programming language.

#5091781 How can I move an object with keyboard and the camera follows it

Posted by latch on 05 September 2013 - 07:39 AM

This example is in b4a and psuedocode but the logic is the same.


I scroll by tracking the x,y for the character and the mx,my for the map like so:

sub maintimer
If (x-mx)*scale>w*.75 Then px=speed                                Scroll map when needed
If (x-mx)*scale<w*.25 Then px=-speed
If (x-mx)*scale>w*.29 AND (x-mx)*scale<w*.71 Then px=0
If (y-my)*scale>h*.90 Then py=speed
If (y-my)*scale<h*.10 Then py=-speed
If (y-my)*scale>h*.35 AND (y-my)*scale<h*.75 Then py=0
end sub

Sub Surface_Draw(ac As AcceleratedCanvas)
ac.DrawBitmapWithMatrixAt(crate,(c*128-mx)*scale, (l*128-my)*scale, True)


end sub

Basically the map or background gets drawn on mx,my and the character gets drawn at x-mx,y-my, If the character gets near the edge of the screen, the map coordinates move until the character is back in the center.


This is the game I'm talking about and its a WIP:


You can download the latest build if you have an Android device.

#5087165 is there a recommended canvas to draw in photoshop ?

Posted by latch on 18 August 2013 - 08:02 PM

Sprites should not be more than 1600x1600.


I kid because I love!


You should use as few pixels as you can get away with. I use a higher resolution(in powers of two) than I need in case for some reason I ever need to zoom in.


In my case, I target mobile devices so if my sprite will be 32 pixels high, I'll use a source file that is no bigger than 128x128. Image size effects performance on a phone where the memory is limited- both storage and system.

#5084956 What is wrong on my Turtle Animation ?

Posted by latch on 11 August 2013 - 10:18 AM

It looks like he lifts up on one leg like he's doing a pimp walk. If that is purposeful, then it looks great. If not, then just fix that one frame.