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Hash, Inc. - Animation:Master

Feline Witch

*A:M User*
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Posts posted by Feline Witch

  1. Yeah, I heard that particles eat up a lot of memory, and now that I think about it, something like pasting a bunch of fire particles to a campfire can often cause the computor to crash.

     

    OK, did you say that sprites are easier to export to games? Could someone show me some sprites they have made?

  2. Yeah, my standards are very high...

     

    "suck" was a bit harsh of me, what I mean is, the particle effects are acceptable, but they look dated and are nothing special to look at. I will see about showing you some of the stuff I have made.

  3. Torque seems to be the most popular game engine.

     

    OK, so I guess I will learn C++. Does anybody know of a good site for this?

     

     

    So here are some questions.

    Is the shader engine just a plugin, or is the game engine included?

    Are the graphics a bit dated? Or can I just use AM and the shader engine to work around that?

  4. A 3D action RPG.

     

     

    So, I want to create nice looking magic spells. And I want to create interesting looking ones. The particle effects I have seen in game engines kinda suck, and I just wanna create spells want to see, not just some buzzy little dots whose only role is to link that pushing a button and with causing damage.

     

    And not just magic spells. There are some effects I want to create other effects, like weaponry motion lines. One character has wings made out of solidified rays of light, so I want her wings to shed tiny stars, to give an example.

  5. Ah, that is better news then I expected to hear! :D

     

    What is the difference between a sprite and a particle? Would a sprite just be a 2D picture of a feather, and a particle be a fully 3d modelled and textured feather?

     

    Well, its not just the actual image, it is well the effect. The game engines produce pretty basic controls, and I thought I could have better controls over what each particle/sprite did.

     

    It is also a special effects I want. I don't want Lazuli to drop some grainy circles on an enemy, I want her body to glow, a magic circle to appear beneth her, then she sprinkles the enemy with sparkling lights. OK, that sounds a bit over ambitious, but I want to create effects that look beautiful, not dated ones.

  6. Gah! Every time I try and find a particle engine, it is always crap somehow. The ones I have seen look dated, create crummy effects and only work for particular game engines.

     

    Is there anyway I can use the particles in AM for a game? Or is it completly impossible? Please help.

  7. I am pretty happy. You see, I dowloaded this packet of awesome materials, since there are tons of things I really would find useful. There is green felt (Erina wears a lot of green) water (I thought since it is clear, I could use it for Lazuli's glasses, if I can shut off the distort effect) veins and muscle (since I want the characters to venture inside a giant monster, or just for zombies) I also found a plugin for creating velvet fuzz, which is a god send for me, now I can create fur for my characters.

     

    When I save up and buy AM, will you guys help me turn them into textures?

  8. What I want to do in my game, is to create portraits for my characters.

     

    A hand-drawn anime portrait, you know? I want a full body one on their stats screen, and a mugshot just to be next to their names on the menus. If you play RPGs, you will now what I mean.

     

    What I also want to do is to put the mugshots in the battles, next to the character's health. And this is an idea I nicked from Tales of Symphonia, and added too. I want the portrait to change during the battle, so there is a neutral face when the character is not doing anything, an angry one for when they attack, a sad/pained one for when they get hurt, a concentrating one for when they are charging up a spell, and knocked out one for when they get knocked out, and a happy one for a victory.

     

    Do you think this is possible?

  9. The thing that is supposed to be the biggest improvement of AM 2005 is hair. From what I hear, it is a lot easier to create realistic or interesting looking hair.

     

    This sounds very interesting to me. I want to give my characters very weird hairdos, from Lazuli's hip length black and peacock blue hair, to Dreamer's explosion of beads and braids. But will it transfer to a game engine with the Obsidian exporter?

  10. What is "mapping"?

     

    Is it like making a net for a cube? If so...ouch.

     

    Also, can I just paint textures onto my models? Like this: I drew this butterfly. Let's paint it onto Lazuli's bolero. I drew these spiraly swirls, let's paint it it onto Lazuli's platform boot. I am hoping it is this simple....but it isn't is it?

  11. Is there any software that I can create music for my games with?

     

    I am using Anvil studios, but the instruments it comes with are very limited.

     

    I can create nice "temple" tracks, since I like mixing tinkling music boxes with Choir. This makes a well, the right sound for trawling crumbling temples and ancient ruins.

     

    But apart from that....nah.

     

    What I want to make is a battle music, but the drums just seem more like popping then drumbeats, the electric gutairs and basses just sound like a kid's plastic instrument.

     

    Help?

  12. Well, I wanted to use A6 to create a prototype game, since it is better for people like me who are more interested with creation, but I am just a person who cannot remember numbers and am a maths reject, so I don't think C++ and I will make a very good couple. So I can just create all the visuals, and use A6 for the game. That way, if it does not come up to standards, I can get someone to add depth to the code.

     

    If AM can be used to create indoor and small areas, well then I will use it to create battle maps. Battles in my game I want to work like this, you touch an enemy in the overworld, you get sucked into a small arena with the monsters and the COMS.

     

    So I want the levels to be varied, crumbling temples, hidden caves, sunny glens, alleys in the red light district (to teach those evil pimps a lesson).

     

    So now I will just save up for A6, AM, a cheap Adobe, and the exporter from obisdian.

  13. Here some more profiles.

     

    Dreamer Parvati

    Age: 14

    Weapon: Chow Mein (living vodoo doll)

    Element: Fire

    Dreamer is a member of the travelling circus, Caberet D' Bizzaires. So natrually she loves performance arts, such as singing, dancing and acting, and is a very hyperactive bubbly person. But she also loves the calmer arts, such as painting, poetry and writing. She can slip into a dreamy, meditive state. Her comments rarely have anything to do with the conversaition. Dreamer is the most eccentric character.

     

    Haruki Aiko

    Age: 16

    Weapon: Rod

    Element: Water

    Haruki is the most gentle of the characters, and is most kind-hearted. He is often thinking about how he can make other people happy. He loves making, buying presents, and will never say no. Unfortunatly, he is a pretty naive person, and it is not hard to take advantage of him. He rarely gets angry, but when he does it is not a pretty sight.

  14. If you can't use materials export materials to a game, how can you make textures look good?

     

    Could I:

     

    I dunno, like draw a butterfly or a celtic knot or something, could I put it in adobe and alter it so it looks like cloth or stone, then use it on my model or level?

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