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New Guy
#1
Hey wutsup everyone.

Im a c#/xna game programmer, despite not actually making a game yet 0.o Anyways, i came here because i was bored(not going to lie lol). I've been searching for people who want to make a game together, me being the programmer. I've attempted to make a fan game before, so there wouldnt be a need for a spriter, but i lost alot of motivation. Mainly because i started to realize that making a fangame was a waste of time.

-"It feels that time is better spent on original creations"
- http://www.konjak.org/index.php?folder=4&file=11

At the moment, i am making a few editors. Ive already made a normal sprite editor/animator that allows easy creation of sprite animations and sheets, uniform or not. It was really useful but i recently became interested in modular or skeletal animation. So now im in the process of making a skeletal sprite editor. Most/just about all of the core of the skeletal engine is already coded for - even the IK. Im planning on making it sorta like this:
Also notice how you can deform the texture. Ive just recently created the core part of the code to allow me to do this also. In the end going for a nice look like this(look at the skirt bouncing)
For anyone interested on how i achieved the same effect(or will), i simply "convert" the texture into a 3d plane, mapping vertices to UV coordinates and then using a shader to render it. When the vertices are deformed, so is the texture. It has support to have as many vertices as you want(max being the size of the sprite) depending on your needs.

Also with this effect or mapping textures to vertices, i can also map polygon collisions to vertices so that when vertices are deformed, so are the collisions. To get a better understanding, play a little bit of this game : http://www.notdoppler.com/infinitemonkey...eality.php. The gimmick of the game is distorting objects to solve the puzzles--get to the next room.


...man wrote a novel up there -.-.


tl;dr .....Wutsup O.o
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#2
Welcome to the Resource Community, then! Genki ^_^

C# and XNA will have to wait. Too busy! I suppose I'll have to use them next year, though, hehe.
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#3
Thank you.

The game your working on looks very interesting, gl on it!
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
Thanked by: Previous
#4
Hi Theshyguy, welcome to the Resource! I don't use C# (and thus not XNA either), although I'm currently making a game in ActionScript 3.0 (for Flash). If you're at all interested you can check it out here. Unfortunately I'm pretty useless as spriting so I can't really help you (personally I also prefer the programming and design part of making games), but good luck anyway, hopefully you'll find people willing to help.

In any case I hope you enjoy your time here!
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#5
Heya! I've used C# (both .NET and XNA) a lot in the past, hopefully it's not dribbled out my brain.

I hope you enjoy your stay Smile
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#6
Whats up guys.

The Fl1ip game sounds pretty interesting. And yeh, i think i can sprite well (lol at unsureness...), but i get pretty impatient because i just want to make the actual game, which causes me to stop spriting -.-

Sengir - arent you working with someone making that wonderbros game? The graphics looks pretty good so far and i hope the actual gameplay side of it is just as good.

Gl on both...all of your games.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
Thanked by: puggsoy
#7
heya! welcome to the Spriters Resource. looks like you're going to fit in with the game dev crowd just fine. [Image: E2Nka.gif]
Thanked by: Garamonde, puggsoy
#8
Thanks, hope i do.

I thought about making a "workshop" thread of the editor(s) I make. But atm, there isnt enough content of them finished. I'll probably make it after more progress on the skeletal animation editor is done.

Also, i can select and move vertices now =). After i make those animating tools(?) that look like arrows for translation, squares for scaling, and 3 circles..(quaternion/bounding sphere???...) for rotation, and actually add support for binding vertices to bones, i can finally get to working on the editor.

This is a short vid of editing vertices on a texture.
Don't worry, i won't post a whole lot about the editor in here, seeing as its an intro thread. But i just wanted to show some stuff.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
Thanked by:


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