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Marscaleb

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About Marscaleb

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  1. There is a particular style of art that I would like to use in my games, but I can't manage to pull off. Here's a really good sample of what I want to be able to do: https://orig00.deviantart.net/4955/f/2010/098/8/c/texture_by_torbak.jpg It's a hand-painted style, somewhat cartoonish but still containing detail. But my attempts to paint such a texture result in a lot of solid-color blobs. I can't ever seem to convey shape without drawing an outline. I know I can't expect this to be "easy" but I can't ever quite get a grasp on what I need to do to my drawings to get them to look right. I feel as if I am missing out on some sort of technique or tool, or maybe some sort of fundamental understanding. I would greatly appreciate it if anyone knew of a good tutorial I could follow so that I could practice these skills.
  2. I'm trying to recall a game I once played with some friends, but I can't recall enough to find it with some google searches. I'm hoping someone here might recognize it. First of all, I'm fairly certain we played this on either the original Xbox or the Gamecube. It had a typical high fantasy setting. It had multiplayer; I recall that we were all sitting on the couch playing together. I'm fairly sure it was a dungeon crawler, a hack-and-slash. What I remember was that I created a character who was a halfling, and the default name that the game suggested I name my character was "Ryngs," an obvious homage to Lord of the Rings. I remember that I just changed the name to "Pyng" because while changing the name we laughed at the Mulan reference just say "My name is Ping." But I only played it a few minutes, so I really can't recall much else. Does this jog anyone's memory?
  3. What game was this? FPS, low poly

    Those two are like my two most favorite shooters of all time.
  4. Character design (2D Platformer)

    Well the final images were drawn in inkscape and then tweaked in GIMP. The actual designing was done on paper. Just kept drawing them over and over again until i got a design I liked.
  5. What game was this? FPS, low poly

    Ah! I think I found it! ...Mostly. The game it appears to be is "Gore: Ultimate Soldier" Or rather, "Gore: Special Edition" which was release as Free-to-Play some years back as a free and updated version of the original. Just about everything connects right. I remember the same few thugs that repeated as your many enemies, especially that big guy wearing orange and a vest. The first level is actually a training level, so if we ignore that, then the next level is the one I described as the the first level, and the third is the second level where you were on tops of skyscrapers. That level in particular is what I remember of the "second level," and when I dug through my old PC I found that's the level where my last save file was. There's only one thing that still bugs me. The "first level" (actually the second) is NOT what I was remembering; what I was thinking of. This would be easy to write off as just a detail I had wrong, but this really bugs me because that level I see in my head is what got me thinking about this in the first place. A couple weeks back I was thinking of settings for FPS games, and when I thought of modern-ish settings, this particular level popped into my head. And I wanted to go back and revisit it. But when I looked it up in YouTube videos, and when I played it again just now, everything fell into place except for that one level whose memory sparked the entire motivation to revisit this old game. This leaves me in a state that I don't think anyone can help me. What was the level I was thinking of? Did I actually grab that from another memory of playing another game? Did my mind just warp it somehow into something completely different? Was there a secret alternate version that I had somehow unlocked when I first played it, but didn't when playing it just now? (That's actually a neat idea, actually.) Or was there some update where they revised that level? (The one I see in my mind's eye was in fact a less well-designed level.) I don't know how I could share what I see in my mind apart from drawing some intricate detailed picture, which quite honestly I don't think would be worth my time. Here's a super quick drawing though. I remember this part where I was running around outside between buildings. There was one segment where you just around this one building (purple path) but you could alternatively go around the other side and then through the building (raspberry dotted path.) Through the building wasn't very intricate, I think it was just a path through a hallway. The reason I remember this one segment is because when I got to where the two paths meet, I noticed I could go through the building, and when I did I found that it just led me back to where I was, so I guess I went backwards through an alternate path. It's not much, but beyond that I'd have to draw out detailed pictures. I remember there being a vending machine, a light post, some grass... really generic stuff. But like I said, everything is definitely Gore. The thugs, the setting, and the level after this one, all totally that game. Well, thank you all for the help! Heh, I remember once seeing some site that would guess what TV show or movie you were thinking of. It would just ask you a series of yes or no questions to narrow down what it could be. It would first just ask if you were thinking of a movie or a TV show. The next question for the TV show was "Does it take place in a city?" It was actually a user-updated database. If if failed to guess the one you were thinking of, you were supposed to add your own question that would separate the show it guessed and the one you were thinking of. You could adapt that same process to video games, and/or adapt it to help people find a given game too, I suppose.
  6. What game was this? FPS, low poly

    I'd forgotten about that one. I remember playing that one back in the day. Man I gotta find a copy of it again. But no, that's not the game I'm trying to think of. Certainly fits the description I gave, but not the one I was thinking of. I'm starting to wonder if this was something particularly obscure, like they tried to self-publish it on the internet way back before there was Steam or anything, which is why no one has heard of it. Or maybe it was a mod or a TC some group made. (But I doubt its a mod, I don't play enough mods to have forgotten one as extensive as that would have to have been.)
  7. What game was this? FPS, low poly

    Kingpin: That certainly hits all the marks I described, but that's not the game I was thinking of. If not for the excessive foul language, I think I would love to play that game. Riddick: I can't find any videos of that that look old enough to be what I was thinking of. Urban Chaos: Wow, that game looks classic! But no, that's not it either. COD/MOH: I am absolutely certain it wasn't any historical war game. Unless one of those games did something more modern and fictional prior to the release of Modern Warfare, I would write off those games.
  8. There is a game I played once that I am trying to track down, but I can't recall what it was called. I'm hoping if I can describe it adequately someone might recognize it. The game was a first person shooter. I believe I played it on a PC. It had a modern setting in an urban environment. (Or at least nearly modern; it wouldn't surprise me if it actually took place in the future, but it wasn't "space future on an alien world," you played in a modern-looking urban city.) Visually the game looked rather old or low-poly, like it might have been built with the Quake 2 engine. I can't recall distinctly though, so I wouldn't exclude anything that looks like it could run on a PS2. But I'm pretty sure you could see things like street lamps and guard rails with distinct polygon edges instead looking relatively round. I'm quite sure this was before normal maps were used in games. What I recall most distinctly about it was that it had a surprisingly high amount of audio clips. At least, compared to what I expected given it's visuals. I think there were two character models for the thugs you were fighting, which is kind of what you would expect for a game of that era, but I could play through the level twice and still hear new voice clips from them. I think in the first level you were on the ground level, and then the second level you were on the tops of some skyscrapers. I think the levels I played were pretty linear, but I also recall there was at least one point in the first level where you could take a different path by cutting through a building, although it connected back with the main path. And finally, although I could be completely wrong about this, I have this vague feeling that the game was released for free, like the guys who made it decided to release it for free on its five or ten year anniversary. Mostly I think it was released for free because I can't quite imagine how else I was playing it, because I would have remembered if I payed money for it, and I just don't think it was a demo. But I could be wrong, so don't hold me to that. I know this isn't much detail to go on, but I'm hoping it's enough to jog someone's memory. There can't have been too many shooters from that era that opened in a modern city. (And no, it wasn't Sin. I am familiar with that game.)
  9. Critique Vector Top Down

    Not just stretching the proportions; you would want the hair on the head to be pulled down and the shoulder pulled up more.
  10. Critique Vector Top Down

    The angle really doesn't work for me, not for a top-down game. We're viewing those characters directly from the side, and that just doesn't work. Plus, as you started to mention, the cars. You have one object viewed completely from the overhead, and characters viewed completely from the side. Pick what angle you want to view everything from, and stick to it. I would suggest you draw some samples of various objects, characters, and scenery just to get an idea what you feel most comfortable drawing. See if there is anything you just have a hard time conceptualizing for a given angle. Remember, it doesn't have to be an absolute direction. You have a whole range of angles you can choose. Decide for yourself how much of the side of an object and how much of the top you want to see. You can draw the scenery from an oblique angle or an isometric angle if you want to, as well. Isometric is usually much easier to conceptualize, so unless you personally just have a hard time with it, would be a great choice for a beginner. I really can't condone that animation. Bend some knees, dang it.
  11. Feedback on pixel art for game

    Those cliffs look more like slabs of bacon rather than rock or dirt. You might want to break it up vertically. I agree with the above post that it should be zoomed in more. However that comes with the caveat that your gameplay might indeed be better with a wider view. (You can't reliably shoot past the edge of the screen.) But if it controls and plays relatively contemporary, I would hope those screen-shots are zoomed out so you can show more. The buildings are oblique but everything else is square. That is a blatant error you ought to fix. Whatever style you use, keep it consistent. Also the water trough is a horribly different angle from everything else. You can see a lot of the face of the building and a little of the roof. But that trough is the exact opposite. The bell on the building on the left looks like it is a logo engraved into the wall. It makes it look like a logo instead of a mission. Unless that's what you're going for, carve out that spot so we can see the roof through the hole. Probably ought to recolor the bell to a brass tone so it doesn't disappear against the color of the roof. I personally prefer pixel art that has more "texture" to it, and I would urge you to make the sand look like sand instead of a flat color, and likewise with the walls and all the other surfaces. But please understand that is purely a personal preference. And... what's up with the CGA look for the spirit world? The bright pink clashes heavily against the dark blues. I get that the spirit world doesn't need to look natural, but that kinda hurts my eyes.
  12. Hello! I would greatly appreciate any feedback on the art/design of these characters I've drawn for a 2D Platformer. I have included the background and a few other assets mostly to provide context for the game the characters will appear in, but feel free to comment on the other aspects as well as the characters themselves. Try to take this image as if it were a snip from the final game, and not just something in production. Feel free to completely rip into this art. Make me cry if you have to. I'm not afraid of people pointing out flaws and problems. (I may reply with comments about my intents and efforts, but I still do honestly consider what is said.) UPDATE: Here's a sketch of the idle animation for the first character.
  13. Designing world maps

    Take a moment and think of games like Legend of Zelda or a good metroidvania. Games where the player is given a single connected world to explore. I love those kinds of games, and I love to explore large maps like that, and unlock new areas to explore more. But as I've been thinking about trying to design such a map myself, it quickly dawns on me that such designs are deceptively complicated, and I bet they could be a massive downfall to developers who jump in with such a goal but without some proper preparation. The big issue (as far as I can see) is when the map needs to be changed. This is basically guaranteed in development at some point or another to some degree or another, especially if the dev team is trying something they haven't done before. Lots of things can bring about changes in a game's design, and changes in a game's design bring about changes in the level design, which in this case is the world map. In games with world maps like Elder Scrolls, where there is vast amounts of terrain and the player has virtually unlimited freedom, this is less of an issue. Maps like that have a lot of "empty space" with little distinct content, because part of the experience is travelling through such "untamed wilderness" without borders, barriers, and ultimately little designed content. In such a design, if key spots with distinct content need to changed, there is plenty of breathing room for such changes to be made. Games that have a linear design, even if they are still connected as one world, (such as the first three Metal Gear Solid games,) also have breathing room where one area could be expanded or re-directed if needed, and have little consequence on the other areas of the game. But in a game with a world design like Legend of Zelda, this is not the case. If a portion of the map is designated to be, say, a swamp, and then after developing the swamp a bit it is decided that the swamp needs to be bigger, well, making the swamp bigger is going to take away from the land nearby, which may cause that adjacent area to be redesigned, and this ultimately can cascade across the whole world map. Or in a Metroidvania, there may seem to be room to expand or contact an area as there is likely "unused space" on the map, but resizing an area still has the same cascade effect because of pieces that don't fit together anymore, and there still needs to be areas that contract or expand to properly connect to each other. These types of games rely on there constantly being content in each area. Long empty corridors and bland fields kill the appeal of such games. Each room, each screen, needs to have some sort of content that to some extent makes the player feel rewarded for reaching or passing through that area. It's an issue that requires careful planning. But let's be honest, "careful planning" is something of a buzzword. It really doesn't mean anything without some real meat behind it. There are a lot of things that need to be planned. Some specific guidelines, details, and points to remember can go a long way to make sure that the "careful planning" is going to succeed. I'm wondering if anyone here has any experience or thoughts on how someone ought to go about designing maps for a whole explorable world in their game. Or has anyone put together an article on the subject? (I'd be interested in writing such an article myself once I have some more personal experience under my belt.)
  14. Honest question about C++ vs C#

    Thank you all for providing so much with these replies!  This was all very helpful. Whathe WHAAAA?!?!   OMG You sound like you are even older than me!  (Mad respect though.)     For what it’s worth…  My “dream” code/engine wouldn’t be something comparable to Unreal Engine, that is, it wouldn’t be comparable to modern Unreal.  But… Maybe Unreal Engine 1 or 2?  (Or maybe just an editor like that.)   What I’ve been inspired by is this video where a guy creates an old sector-based engine from scratch, right before our eyes.  I can’t stop thinking about that.  He built that renderer with only a few days worth of work.  I want to do that.  And while yes I know that there is a big difference between how fast a veteran who knows his game can work versus someone like me, but even so it inspires me to think that it is possible for someone like me to do the same thing, even if it takes a lot more time. And I love how he wrote it to render off of software (as far as I can tell) instead of relying on OpenGL or Direct3D.  I’d love to do the same!  â€¦But I suspect I’ll change my mind once my toes get wet and let the hardware do the heavy lifting.  I’m also a bit inspired by reading this article about the Quake 2 engine (and other articles on that site about other engines) that make me want to play around with controlling and fine-tuning a base renderer. For the last 20 years of my life I’ve had wild dreams about doing this kind of stuff, but I’ve always believed that it was so far out of my reach that it wasn’t worth trying.  Suddenly I’m getting glimpses that this stuff might be something I can actually understand.  And I want to try.  I need to see what I can do.   … What I have been thinking about for the engine is a sector-based engine that would actually work in true 3D, combining the ease of creation of a sector-based engine like Build or Doom, but with the versatility of a fully 3D BSP engine like Quake and Unreal.  It’s quite simple, really.  At its core it would render in the same was as the Build Engine but with key changes to the editor. Of course, it wouldn't be practical for modern ultra-high-poly games, but if I wanted that I would just use UE4.  
  15. Honest question about C++ vs C#

    So I have been thinking about trying to build my own game from scratch (I don't know how far I will go but I want to at least try) and the first issue i have to figure out is what language I should code it in. Now back in the day I recall being told that for making a video game C++ was really the way to go, and while C# may be easier to approach, it doesn't have the same power that would be necessary if you were trying to get the most out of your game. And while whoever told me that probably wasn't a programmer, I basically just took that as it is.  After all, video games are pretty much the most complicated things that programming is ever used for; we're trying to create an entire virtual world that needs to play out in real time and update 60 times a second, it gets pretty complicated.  So it wouldn't surprise me if the wrong choice of language might cost a game a few extra frames at a critical moment, or push the memory requirements just enough to cause noticeable problems. But now it is a few years later, and while I still am pretty amateur when it comes to programming, I understand some things a lot better than I used to.  And now as I look at the situation, I honestly question what I was told before.  How much does it really matter what language we program a game in?  I mean for the most part "what language it is in" doesn't even exist once the code is compiled, and how efficiently a program runs is going to come down far more to how it was written more than anything else.  A few bad practices in the writing can tank the experience far more than a language choice ever could. And on top of that, there are some noticeable examples of games that were written in other languages.  Minecraft was written in Java, for Pete's sake, and while the visuals may seem outdated, it still is an engine that has to track an immense and dynamic world.  And sure, something like Unreal Engine is written in C++, but that engine holds ties back to before C# was created. So I'm honestly wondering - not only if it really makes a difference if you create a game/engine in C++ versus C# - but how it would make a difference, why C++ would be a better choice than C#.  What kind of differences could someone really expect to see? I've been learning how to write in C# and so it has become comfortable to me.  I look at samples of C++ and it looks like I'd have to do more than just get used to a few nuances.  So I find myself leaning toward wanting to write my code in C# just to make it easier on me. And since "What kind of game are you making" is sure to come up (and probably be reasonably relevant) I guess I'll say, well, on the far end of the spectrum I would like to build a functional 3D engine along with some editing tools.  Realistically I'd have something that intentionally is designed to look like an older game, but I still want something that runs efficiently.  I hate the idea of having a simple game that takes up more resources than it should.  If I were to style a game to look like something from an old era, I'd like my game to be able to run on an old computer.  (Even if not "period accurate" I'd still want something that was close.)
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