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latch

Member Since 02 Jan 2013
Offline Last Active Yesterday, 11:37 PM

#5210601 Sprites question

Posted by latch on 13 February 2015 - 11:36 PM

Well, I would make a low detail placeholder graphic to test how things look on your test device. I develop on Android and the resolutions and pixel densities vary ridiculously and I'm not familier with iDevices. I tend to make my graphics the way I like and scale them based on the percentage of the screen I intend to use with my spites.

 

I would guess a comparable functionality in term of sprite handling is available in iOS API's.




#5208947 Artist's Block - Attempting to make my own artwork

Posted by latch on 05 February 2015 - 04:10 PM

Now I know he's talking about drawing in this video but, Scott really lays out a foundation of how to get ideas. It makes you feel creative just watching it.




#5208378 Best software 2D animation

Posted by latch on 03 February 2015 - 05:36 AM

You could make the sheet manually. It's not like you'll have to do it often. I do all my animations in Blender.




#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!

 

vWxLHAR.png




#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:

 

2PRvGe0.png

seemless bricks

Fo8eMjy.png




#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.

http://flatank.blogspot.com/2013/06/super-metroid.html

My current project has like 6:

http://flatank.blogspot.com/2014/02/yet-another-new-project.html

 

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)
Canvas1.DrawBitmapRotated(greenbutton,Null,Rect,0)

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.

QcSipKb.png?1

 

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:

http://forums.intpcomplex.com/showthread.php?191-Refrigerator-Art

http://forums.intpcomplex.com/showthread.php?517-CG-Requests

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

http://www.youtube.com/user/lordlatch/videos

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

https://play.google.com/store/apps/developer?id=latch

 

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.






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