Samus Platformer

Re: Samus Platformer

Postby corta » Mon Mar 28, 2011 5:29 pm

Kalypso Wrote:I'm thinking of going at this with my style

BRILLIANT!
any chance of indulging a short wish-list?

multi-section torso and a curve-able neck?
..and less arthritis in my tappin' foot, while you're at it! ;)
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Re: Samus Platformer

Postby ByHisBillowingBeard » Tue Mar 29, 2011 12:23 am

http://www.newgrounds.com/portal/view/425489

This is my newgrounds addiction.. That's a car boomer, right there.
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Re: Samus Platformer

Postby Kalypso » Tue Mar 29, 2011 12:55 am

corta Wrote:
Kalypso Wrote:I'm thinking of going at this with my style

BRILLIANT!
any chance of indulging a short wish-list?

multi-section torso and a curve-able neck?
..and less arthritis in my tappin' foot, while you're at it! ;)

Haha! Alright, that's doable. I planned on doing that with Krystal, instead I just did it with my Sharpclaw Seductress (AKA Liz Girl). And it wasn't easy, let me tell you, because it requires a triple section torso to look "correct." If we go this route, it's important to remember that this must use CS4+ for the purpose of kinetic motion tweens utilizing the bone tool. Curve-able necks require this as well, and each of my models have curve-able necks anyway. It'll take some polish to do this, but once it's done, the result will be phenomenal.
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Re: Samus Platformer

Postby Kalypso » Tue Mar 29, 2011 4:09 am

Anyway, I was kicking out a concept about five minutes ago, and apparently, I'm not happy with five minutes worth of turnout (I wonder why?). So, instead of making this a concept, I've decided to show you how the multi-joint torso will work... in five minutes of work.
_03_28_11_1101_SBP.jpg


Right now I'm working on a physical sketch of Samus. Kaly original ftw.
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Re: Samus Platformer

Postby Thaedael » Tue Mar 29, 2011 4:39 am

Just thought I would drop in and let you know that I like the shape and orientation of the breast. Will be interesting how you work out the hair, since that along with your eyes and variable line thickness make your art style awe inspiring.
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Re: Samus Platformer

Postby Thraur » Tue Mar 29, 2011 6:28 am

A small update on platform side:

Man.. flying enemies are annoying to implement properly lol. Theres lots of edge cases, and additional problems you need to be aware of. Luckily, I only need to finish the generic class then if we decide on any other flying mobs, they can reuse the super class code.

Fixed/almost finished bug fixes:
- No more wall walking for enemies.
- No more "hovering" over ground for ground-based moving enemies - they are prevented from moving further forward if they reach a "cliff" face.
- Fixed the "reset" bug.. everything should actually reset now if you abort and use the "main menu" context menu item. For ex. before the camera would fubar if you aborted in the middle of a sex scene.
- More accurate player hitboxes (at least in regards to metroids. They will try to adjust Y positioning to meet the player if your stunned, for instance).
- Metroid scaling somewhat fixed for player "encounters". Its more a hack then a fix. I scale the objects via AS once an animation starts playing.
- Tweaking metroid in-air engagements. I think I'm just going to drop the objects until they hit ground, then start the animation. Screw game continuity lol.
- Also lots of problems with metroids / falling / rising / stuns. Still tweaking. See note above about flying enemies being annoying :P
- On a side note, expect to see a toggleable FPS counter in the next version. Its not too useful for me atleast... I seem to get an almost steady 24 FPS (which is what the project was set at). I noticed export options for hardware acceleration - perhaps this might speed up playback (?)
- General code optimizations.. theres always room for improvement!
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Re: Samus Platformer

Postby corta » Tue Mar 29, 2011 9:03 am

Kalypso Wrote:kinetic motion tweens utilizing the bone tool. Curve-able necks require this as well, and each of my models have curve-able necks anyway. It'll take some polish to do this, but once it's done, the result will be phenomenal.


I was thinking of something a little more low-tech..

I think the bone tool will make the midsection look borked most of the time if it can't be skewed,
and I'm still on the fence about using it for bending on a single object..

so, I was thinking.. something a bit like this.. that would be covered up by the torso and the head (masking if necessary)
bodySet.png
bodySet.png (36.16 KiB) Viewed 9224 times


having said that, the torso you've got is good!
but what are your plans for her butt, attach it to the torso or legs?
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Re: Samus Platformer

Postby Kalypso » Tue Mar 29, 2011 5:09 pm

Before I get all "chatty-kathy" on you all, I just wanted to note... I'm GREEN! xD

Thaedael Wrote:Just thought I would drop in and let you know that I like the shape and orientation of the breast. Will be interesting how you work out the hair, since that along with your eyes and variable line thickness make your art style awe inspiring.

Thank you! :D
I was trying to go for a more natural orientation.

Thraur Wrote:A small update on platform side...

Wonder how Nintendo thought it was hard it was to implement Fishing Lakitu in Mario. We've got to implement fly-fucking with Metroids! ><
YAY--no more wall walking. We'll still be able to utilize hovering, right?
Glad you fixed the reset, and the rest of this sounds great. I was going to be happy for all your improvements, but I want to make the model, and I didn't want to retype all of your fixes because you're so damned good at fixing a shitload of bugs at once ^^.

corta Wrote:I was thinking of something a little more low-tech...
...but what are your plans for her butt, attach it to the torso or legs?

Thanks for the feedback, it's definitely appreciated :)
And, while this is a good solution, my only concern is what happens when you bend the torso with my lines--that's the only reason I want to use the bone tool, so the lines remain intact. Otherwise I'll have to section them off. Though, just to be safe, I'll make it so the torso can appear to be turned without altering the body too much, and if it looks off we may be able to find another solution than the bone tool, because I've never really enjoyed messing with kinetic movement too much. I do like your solution for the neck though, but my only problem is I think you're looking at what I might do a bit too simply. I'm going to warn you, you're not expecting whatever comes out of this. I can get incredibly modular when it comes to spritey type models. Part of that... scares me O.o...
The butt will be attached to the legs as a separate piece (so you can "jiggle" it if you want), her hips will overlap her legs and butt, and her legs will be in the middle of the butt and hip.
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Re: Samus Platformer

Postby Thraur » Wed Mar 30, 2011 12:10 am

Kalypso Wrote:Wonder how Nintendo thought it was hard it was to implement Fishing Lakitu in Mario. We've got to implement fly-fucking with Metroids! ><
YAY--no more wall walking. We'll still be able to utilize hovering, right?
Glad you fixed the reset, and the rest of this sounds great. I was going to be happy for all your improvements, but I want to make the model, and I didn't want to retype all of your fixes because you're so damned good at fixing a shitload of bugs at once ^^.


Hah, yea no doubt. What do you mean by utilize hovering? Flying enemies will be un-affected and can hover where ever. The player and walking enemies (pirate) must be in contact with ground at all times. The player falls when they reach a cliff. The AI will now pause and just shoot you from the edge, or continue minding their own business. (I'm not sure if im wanting to implement enemy jumping, cause then they would need to be aware of other things.. like how to get back to their original position on the ledge they just fell from. And thats an algorithm best left for a rainy day lol).

I've also fixed a few more bugs including bullet positioning wrt the camera and making bullet projectiles impact on walls/ground. No more shooting through the scenery. Next update will also feature a better "map". I'm changing the landing scene to the purpley background style map from KaTsuO_O's intro and going to make some additional basic layouts / maps which you guys can fill in with cool background scenery if you get in the mood for drawing some background stuff.
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Re: Samus Platformer

Postby Oakleaf » Wed Mar 30, 2011 2:35 am

Kalypso Wrote:Before I get all "chatty-kathy" on you all, I just wanted to note... I'm GREEN! xD


Kalypso Wrote: I'm GREEN! xD


Kalypso Wrote: GREEN! xD


*narrows eyes in suspicion*
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Re: Samus Platformer

Postby xxgottsteinxx » Wed Mar 30, 2011 3:00 am

Oakleaf Wrote:
Kalypso Wrote:Before I get all "chatty-kathy" on you all, I just wanted to note... I'm GREEN! xD


Kalypso Wrote: I'm GREEN! xD


Kalypso Wrote: GREEN! xD


*narrows eyes in suspicion*


"All green things must die." - Charlie Sheen
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Re: Samus Platformer

Postby Thaedael » Wed Mar 30, 2011 4:13 am

Oakleaf Wrote:
Kalypso Wrote:Before I get all "chatty-kathy" on you all, I just wanted to note... I'm GREEN! xD


Kalypso Wrote: I'm GREEN! xD


Kalypso Wrote: GREEN! xD


*narrows eyes in suspicion*


Grats on modship kal
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Re: Samus Platformer

Postby Lord Panzi » Wed Mar 30, 2011 5:33 am

post some damn porn in this already!
i miss the fucking!

p.s. looks like this is picking up steam, good work everyone
i could fuck her all night, not a regular night, one of those north pole six month nights
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Re: Samus Platformer

Postby Kalypso » Wed Mar 30, 2011 2:01 pm

Thaedael Wrote:Grats on modship kal

Thanks, glad I'm no longer undercover ^^
xxgottsteinxx Wrote:
Oakleaf Wrote:
Kalypso Wrote:Before I get all "chatty-kathy" on you all, I just wanted to note... I'm GREEN! xD


Kalypso Wrote: I'm GREEN! xD


Kalypso Wrote: GREEN! xD


*narrows eyes in suspicion*


"All green things must die." - Charlie Sheen

I've got my 50 cal. lined up to shoot on site at the tiger door for the Sheenster, seeing as a regular door would be too awesome for him. So I wouldn't worry about me.
I really hope an actual tiger doesn't go through there.

Lord Panzi Wrote:post some damn porn in this already!
i miss the fucking!

p.s. looks like this is picking up steam, good work everyone

YOU WANT FUCKING, I WILL GIVE YOU FUCKING!
*starts drawing on tablet*
Hmmm... yes... umhumm...
Yeah, give me like a day and I'll show you boob. Happy?
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Re: Samus Platformer

Postby Lord Panzi » Wed Mar 30, 2011 4:51 pm

lol, i was just joking, Kalypso
but sure, tits are the meaning of life!
and 42... 42 tits... mmmmmmmmmm

anyways, i hope i didnt piss you off with my pukishness (impish or whimsical)
i could fuck her all night, not a regular night, one of those north pole six month nights
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Re: Samus Platformer

Postby Kalypso » Wed Mar 30, 2011 6:56 pm

This is my first concept, the body's looking a little weird right now, only because it's made to show the pieces as they'd go in the actual process of moving.
So here's all 3 images of the first concept. It's not the only concept I'm doing, I'm just trying to get to the Samus I want. That takes a couple concepts.
photosketch.jpg
Sketch, taken with my cell phone.
photosketch.jpg (167.2 KiB) Viewed 6577 times

SamusPortrait.png
Concept clearly illustrated [with Illustrator :P]
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Re: Samus Platformer

Postby trunks2585 » Wed Mar 30, 2011 7:26 pm

hate to say it Kal, but her face needs work, the lips are pretty huge and her whole lower half of her face sticks out too far. the body by itself I don't think looks too bad but it's really hard to judge till the body and face match up better you know?
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Re: Samus Platformer

Postby Digfree » Wed Mar 30, 2011 7:29 pm

I like it but her mouth is off, kinda reminds me of Tommy Wiseau's lower jaw.
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Re: Samus Platformer

Postby Kalypso » Wed Mar 30, 2011 7:41 pm

trunks2585 Wrote:hate to say it Kal, but her face needs work, the lips are pretty huge and her whole lower half of her face sticks out too far. the body by itself I don't think looks too bad but it's really hard to judge till the body and face match up better you know?

Yeah, I was thinking the same thing, kinda got that underbite going on. It's a bit too cartoony, I just thought I would make progress updates on my way to show where I'm going. This isn't anything final, nor will it look anything like this final. I just don't know where to go from my head with Samus.
If all hope is lost, I'll just be shooting for a side view of this:
890fc979627b8ad9917c60a6be48ce12.jpg

But right now I'm still experimenting.
Digfree Wrote:I like it but her mouth is off, kinda reminds me of Tommy Wiseau's lower jaw.

Come on, a "The Room" reference? Don't you think that's a bit harsh lol xD
YOU'RE TEARING ME APART
TBH, with the underbite, big lips and large eyelashes... I think the concept I just did would look better as an ebony woman.
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Re: Samus Platformer

Postby Lord Panzi » Wed Mar 30, 2011 7:52 pm

that doesnt count as boobies, kal
they are covered XD

it looks nice, except her jaw is like an eye stabber
i could fuck her all night, not a regular night, one of those north pole six month nights
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