AcetheSuperVillain Wrote:A picture's worth a thousand words.
I wanted to look at "Brothel Game - Proof of Concept" to give feedback, but there is only a megaupload link. Links like that are fishy, especially when it comes to porn. If it's Unity, you can do it as HTML5, which does not require downloading to play, just upload it to a tumblr or something. And if you are linking to an off-site game or wanting people to download something, you ABSOLUTELY NEED SCREENSHOTS. If it's a big game download, a gameplay demo video would also be nice. OBS is a free screencap software you can use, post it to YouTube or something.
You do have screenshots for "[UNITY]Sim Red Light Town RT" but the spritey characters don't make me want to bother downloading anything. They don't look very good.
Actually, if you like doing programming, I would be interested in having some help for my Astro Vulpus game.
AcetheSuperVillain Wrote:Well, if you were to work with me on Astro Vulpus, it doesn't actually need to be in 3D. The arcade portion of the game would be flat scrolling shooter, so even if it uses 3D elements, they are not actually doing anything in 3D. The main things that I would need help with are saving data, transferring from scene to scene (like title mode to gameplay mode to menu mode, etc), UI menus and playing video files.
You remind me of myself a little. When I first made Flash games, I was self-conscious of my artistic ability so I made games with spritey characters. Eventually, I got tired of this format and desired to make something better. For me, I started learning 3D. It's different, but ultimately, I like it a lot better and I find certain things about 3D work easier than in 2D. If you are thinking about vector graphics anyways, remember that 3D is a kind of vector graphic. If you understand the basics of 2D vector graphics, then you already understand the basics of 3D graphics.
There will always be people who like the charm of spritey graphics, but I think there are more people out there who will not accept spritey graphics, more so for hentai games. People made of squares are not as sexy as people made of curves.
As for the two game designs, either sounds fine to me. You can only predict so much from a write-up, I would need to see proof-of-concept before making real decisions.
You mentioned that Unity lacks animation for vector artwork? There are ways around that. If your vector program supports animation, you can render your vectors as multiple frames and use a sprite-sheet, (which I've done before with 3D vectors). And I know that Unity has some way of supporting skeletal animations, the kind you see in PlayShapes games. I've seen several games that do it, but it's not something that interests me, so I don't know how it works.
Troy168 Wrote:What is the story behind this game.
AcetheSuperVillain Wrote:See if you can give the walk animation a bit more character. Like these:Spoiler (click to show/hide):
I actually haven't gotten around to doing this with my own animations yet, but what I learned in school is that the female walk is hips first or toe first, like the hip or toe goes first and pulls the rest of the body along. The female feet land in a straight line, exaggerating the swinging of the hips. The motion of the arms is subdued, or just swinging freely, not contributing to the walk. (As opposed to a man's walk, which is shoulder first or hands first, and feet landing shoulder width apart, or wider)
I remember from our previous conversations that you don't like to get too deep with your animations, but see if there's some small thing you can find to make the animation a bit more appealing.
AcetheSuperVillain Wrote:See if you can give the walk animation a bit more character. Like these:Spoiler (click to show/hide):
I actually haven't gotten around to doing this with my own animations yet, but what I learned in school is that the female walk is hips first or toe first, like the hip or toe goes first and pulls the rest of the body along. The female feet land in a straight line, exaggerating the swinging of the hips. The motion of the arms is subdued, or just swinging freely, not contributing to the walk. (As opposed to a man's walk, which is shoulder first or hands first, and feet landing shoulder width apart, or wider)
I remember from our previous conversations that you don't like to get too deep with your animations, but see if there's some small thing you can find to make the animation a bit more appealing.
AcetheSuperVillain Wrote:Also, it should help to make something like this first, before the real thing:
(actually, there are a bunch of mistakes in this, since I'm going fast. Head should not bob evenly, there should be some sense of arc to it. Head should rock left-right a little. Lefthand shoulder should not be following the hip. Righthand arm should fall behind the body further. Righthand hip should rock forward a bit more on contact. Righthand shoulder could move a bit more. )
Some other things, I know it's common for sprite-makers to make the neutral standing pose part of the walk cycle, but this is incorrect. Walk cycle should follow contact-recoil-passing-highpoint-loop. For simple walk cycles, contact and passing will do, but try giving it all 8 frames. What I did for mine was draw out frames 1, 3, 5, 7 and then I made 2,4,6,8 as "in-betweens".
Keep in mind, the walk cycle is actually one of the more difficult types of animations to make, so don't get too discouraged. If you can nail this, you can nail anything. But doing even that much myself reminds me of how much I prefer animating in 3D.
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