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Member Since 30 Jun 2004
Offline Last Active Yesterday, 10:40 PM

#5224877 Organimetal Graphics

Posted by kburkhart84 on 22 April 2015 - 11:15 AM

OK, I finally got back to this(time is limited when your boss is on vacation sometimes...and I'm lazy sometimes).


After some effort, I couldn't get the toony style to work that well.  It seems like the Asteroids looked OK, but I couldn't get anything to look good on the ship, or the alien.  So I'm switching to a more "generic" style with the same geometry.  It tends to work better from what I can see.



Any feedback for this?  I would appreciate it.

#5222957 Software to make space frame

Posted by kburkhart84 on 13 April 2015 - 10:45 AM

I'm not sure what a space frame is, but edges alone aren't really usable, except as part of the creation of geometry.  Graphics cards won't render edges, nor will any offline renderer that I know of.  I know Blender has a modifier that turns edges into faces which is great for getting organic shapes, but it doesn't count for this because the end result is real quads, not just edges.


Blender itself can create vertices, and edges, and of course faces, without a restriction on them being attached to anything or being a part of anything.  I would think that 3dsmax could too, but with all the different tools and buttons, it may not be as easy to do as in Blender unless you know the software(which I don't).


My recommendation though, assuming you actually want to render this in some form(game engine or other) is to create a thin cylinder.  It can be as small as long as it is visible, and it will actually render if it has any size at all, and your camera can see it.

#5220937 I have one question about drawing ball in football game

Posted by kburkhart84 on 02 April 2015 - 09:15 AM

One thing that some game engines and sprite code API things can do for you is to take a certain color and automatically make it transparent.  They will sometimes pick a certain pixel like the lower left pixel and make any  pixels of that color transparent.  This can make things easier if you don't want to mess with making things transparent.  But the disadvantage to this method is that pixels have alpha of either 0 or 1, as in they are on or off, there are no in betweens.  This stops you from have anti-aliasing with alpha in your sprite edges, and no special effects based on alpha either(except for ones that use the whole image equally).

#5218186 Blender like graphics editor

Posted by kburkhart84 on 21 March 2015 - 08:21 PM

I get from the beginning post that it seems you are interested in something comparable to Blender, but 2d.  It seems like you want a vector program.  Illustrator is king in most circles(though it has a price tag) while Inkscape is one of the best free options.


Other 2d art programs are raster programs, which are based on pixels instead of Vectors.  There are many more of those, but I don't go into details because it isn't what I would say is "Blender alternative, but better 2d."  Honestly though, I'd think Blender can handle 2d just fine too.  You would want to learn the hotkeys though, for things like constraining movement on certain axes.

#5218183 LibGDX or Unity for my next game with my coding background

Posted by kburkhart84 on 21 March 2015 - 08:17 PM

I would choose Unity as I like Unity.  The only reason I mention this post in the first place though...is that Unity is far from an "Advanced RPG Maker."  It is much more genre-agnostic, and in fully able to make anything without being optimized for any one genre.  And it doesn't have the whole limitations thing really, like forcing only one screen resolution, etc.. that RPG Maker had(don't know if it still does).

#5218181 Help Selecting a 3D Engine

Posted by kburkhart84 on 21 March 2015 - 08:13 PM

Unity is probably your best bet.  It has everything I think you want except that you'd need a way to code the exportation to the server of the geometry.  Is this a custom thing that the player does?  Or could you just give the server what it needs beforehand?  Either way, Unity5 is still likely your best choice, but the answer would determine what methods you use.  In any case, networked games are generally a PITA from what I've seen so I wouldn't recommend it if it one of your first few games unless you are fond of pain...

#5209316 Best Current Choices for Rapid 2D Game Prototyping?

Posted by kburkhart84 on 07 February 2015 - 04:42 PM

I agree with noodleBowl.  Unless you are really wanting the practice for 3d later, you are going to be better off using GameMaker Studio.  For 2d(not 3d), it is generally much better at it than Unity.  It is much more dedicated to it.  It includes automatically the whole sprite animation system, the texture page system, and yet you can use the physics system as well as the custom shader system to create any shaders you need.  There are other things as well that are great with 2d.  You can use flash graphics, a skeletal animation type sprite(using Spine to create it),  there is a an including collision system, and other things too.


Then, the scripting itself tends to be much quicker than using UnityScript or C#(or Boo) in Unity.  There are things you lose, like actual OOP concepts, structs, and other features of C# that GML(Gamemaker Language) doesn't have.  But generally you can get by without all of those things.  And knowing concepts from those languages can still make your GML better too.  For example, you learn to split functionality into objects, have one object control another, things like that that are concepts from other languages but can make you GMStudio experience easier too.


Now, the downside, If you are truly interested in 3d later and know you will be getting there, you might be better off learning Unity.  There are things even for 2d that because of the 3d capabilities, Unity can do that GMStudio can't.  Then, if you want to move to a 3d project later, you can easily do so, well, sort of easily.  Just remember that GMStudio is probably better if you want quicker, easier, 2d games.  But Unity might be better for you in the long run.

#5208904 Artist's Block - Attempting to make my own artwork

Posted by kburkhart84 on 05 February 2015 - 10:57 AM

Well, if you look at the settings in the render layer tab, you can adjust the freestyle pass settings. The one of interest to you mostly would be the angle at which it detects an edge.  It starts with some automatic setting, but you would change it as needed to catch the knees.  The problem here is the other things that might be at said angle that you don't want an edge on.  I haven't messed with the settings, but there are lots of them.  For example, you can directly mark edges as freestyle edges via the editor, by selecting an edge(or the verts, which then includes the edge), and either under the mesh/edge menu select mark freestyle edge, or using the spacebar menu search it out.  This works similar to making creasing edges for subdivision, or marking UV seams, if you've ever done either of those before.  Then, you can either just do the default edges that work, and add the ones you are missing, or simply select all of them directly.  I recommend the first option, as it also includes the outside silhouette edges that I believe you would need as well if you want to keep the same style.


As far as changing the model, well, one, you need to finish it.  And you need to decide on your style.  If you are going for the solid color style like this, great.  Remember to make everything else the same though once you start getting assets for your game.  And mess with the freestyle settings too.  You may not need it, but as of Blender 2.5 it let's you animate pretty much everything, like everything.  Once you learn about animation you will see how important and awesome this is.  You can animate bones to make your characters move, but that is the very beginning of it.  You can animate pretty much all of the settings in the same manner.  For example, if you happen to be messing with the freestyle settings, then on a keyframe basis(learn animation) you can adjust those settings, like the dashed line settings, to get different styles of freestyle edges on any given frame.  This applies to material settings, textures(including settings for procedural textures), settings in the compositor(that you probably won't need much for what you are doing anyway) and other things.  Heck, it lets you turn off/on Anti-Aliasing and the size/type of it as part of the animation if you wanted too, and even the "old" edge rendering settings that it has.  Just consider this.  You might want to use this with the freestyle settings to get some sort of "movement" on the edges too as things move around, or like if you are going to have selectable static objects you can use this to create different edge colors and the "marching ants" for selections.

#5208899 3D open source model

Posted by kburkhart84 on 05 February 2015 - 10:24 AM

Well, if those IT specialists are truly able to do the work to modify a "game" model to be ready for 3d printing, wouldn't they be able to create models as well?  There are a lot of things you have to do to make a game model ready for 3d print.  Some were mentioned above, like making it much higher resolution, making sure it has support structure(since there is no game to put it in the air you have to make the feet(or whatever) nice and flat, legs thick enough, etc...), remove the whole middle of the model making it basically a complex hull unless you want to waste material and money on a whole model, add a whole somewhere so it can be drained of material when done(most likely anyway, depending on how it is printed)....so yeah.  Game models are completely different from models for 3d printing.


Now, to make things positive, you can possibly find, similar to searching for game models, models that are actually ready for 3d printing.  Why look for what you don't need and have to modify everything when you can just look directly for what you do need?  Also, you should maybe consider making some models yourself(or your IT specialist team).  Anyone can learn, though things take time.

#5208679 Artist's Block - Attempting to make my own artwork

Posted by kburkhart84 on 04 February 2015 - 12:22 PM

I for one am a fan of using Blender to get my 2d artwork.  There are tricks to getting the art to look like how you want.  If you need dark edges, you can use the freestyle edge renderer.  You can use the toon shader(or a light color blend) to get the hard edges of some toon looks.  You can also  use nice solid colors and not apply any lighting at all to get the style in one of your picks.  Then you can color whatever you want lighter or darker yourself.


But, there will be catches to doing things in 3d that you don't run into in direct 2d.  The initial model creation can be more time taking than drawing a single animation frame.  You also have to rig the model if you are doing animation with it.  You might have to do a UV map if you intend on doing some textures(though you might not if you are doing the solid color thing or doing just some generated texturing).  Then, you also have to learn how to do all of this if you haven't learned yet.  You appear to have a grasp of the pixel method, so it may be better for you, but I don't know in your case.


But, there are many advantages to doing it via 3d.  You've mentioned some yourself already.

#5208676 Best software 2D animation

Posted by kburkhart84 on 04 February 2015 - 12:10 PM

But the animation in my game is an animated cartoon. So, every frame must be drawn in some software. 

If that is the style you are going for exactly, then it will be that way.  But, you can do things differently too.  The picture in the above poster shows how creating 3d models for art can work for 2d games.  You create the model(model, maybe UV/texture/animate too), then you take pictures(rendering) the animation frames as needed.  Then those animations are put into a sprite sheet or loaded into the engine as a sequence, or however they are needed for your game engine.


If you are interested in doing pixel art, I'd use Cosmigo Pro Motion.  For classic pixel art with a 256(or less) color palette, it can't be beat very easily.  There are other programs, like anime studio, etc... that are more specialized for animation for cartoons.  But you haven't been clear on exactly what you are doing, what art style, what type of game, so it is not easy to give a good recommendation.  There is no single "best" tool, rather simply some are better than others at certain things, and regardless of that each person is likely better with one tool than another.

#5200618 What would you recommend for a Jrpg game?

Posted by kburkhart84 on 29 December 2014 - 01:47 PM

One thing to consider that I didn't see mentioned above is what your goals are now and in the future.  RPG Maker has a place, and is likely to get you what you want faster if all you want is a JRPG.  If you use it though, it will (almost) force upon you a tile size, character size, etc...  Now there are alternatives, some of them mentioned above.  I didn't see GMStudio(from yoyogames) mentioned.  It is great for multi-platform 2d games as well, though it isn't free software for everything.


The reason I mention the future goals is....are you going to want to make games later?  Other types of games or only RPGs?  Or is all you want to just tell that single story and maybe never make another game again?  I ask these things because if you are interested in making other types of games in the near future, you may want to use something other than RPGMaker in order to get a head start at that.  Then once you learn how to make games without such a dedicated only to RPG kind of software, you can then make your RPG your own way without the limitations, getting you a better product in the end.  You wouldn't have to do all the workarounds, for example to change the battle style that RPGMaker uses.  And you would have a base knowledge to make other different games too that RPGMaker simply doesn't do.

#5199047 Unreal Engine 4

Posted by kburkhart84 on 18 December 2014 - 09:20 PM

Hate to say it, but the Unreal Engine is far from beginner friendly for the most part.  There are plenty of other better suited engines to the task, especially for 2d.  If you feel capable of it, go for it, but you have to be able to learn off of documentation and tutorials unless you have the funds(or a friend) to hold your hand through it.

#5197724 2d engines of choice

Posted by kburkhart84 on 11 December 2014 - 11:03 PM

Box2d is probably the "standard" of 2d physics engines.  It is at the least from what I've seen the widest used, unless you count using a 3d engine(with 3d physics) limited to 2d plane kind of thing.  Unity's 2d uses box2d, as goes GameMaker Studio, and Construct 2 as well if I'm not mistaken.  Therefore, if your game needs a physics engine, it is probably a pretty good choice.  But, as mentioned above, some games don't need physics, and others that could use them are still probably better without, so take that into consideration.

#5196885 Programming Laptops (-numerics pad)

Posted by kburkhart84 on 07 December 2014 - 07:47 PM

Maybe I'm crazy, but I HAVE to have the dedicated numpad myself.  It is not only more convenient in general, but I use Blender a lot and several of the keyboard shortcuts use the numpad.