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Lil robot guys

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Nice style to these two. Even this still is expressive.

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I took a look at your blog post to see the animation, and read some of your comments. So, the question is, what engine are you using, and 3D (real 3D), isometric 3D engine, 2D iso (looks 3D), or side scroller?

 

Reason I ask is Bibleman was isometric, pre-rendered sprites, and I could help you save a lot of time if you don't want to reinvent the wheel (plus our engine is 16 bit graphics with an alpha channel= nice smooth edges an no more black aliased outlines...). And it's Mac and PC...

 

For instance on the walk cycles. We rendered at 30 fps, but every 3rd frame (if I remember). Smooth walks and rendering went very fast.

 

Let me know if you need any advice or help.

 

Greg

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I took a look at your blog post to see the animation, and read some of your comments. So, the question is, what engine are you using, and 3D (real 3D), isometric 3D engine, 2D iso (looks 3D), or side scroller?

 

Reason I ask is Bibleman was isometric, pre-rendered sprites, and I could help you save a lot of time if you don't want to reinvent the wheel (plus our engine is 16 bit graphics with an alpha channel= nice smooth edges an no more black aliased outlines...). And it's Mac and PC...

 

For instance on the walk cycles. We rendered at 30 fps, but every 3rd frame (if I remember). Smooth walks and rendering went very fast.

 

Let me know if you need any advice or help.

 

Greg

Ahh back from vacation.. :)

 

The game is going to be on an Isometric 2d 10x10 grid board.

 

I'm using the Tourqe Game Builder (formerly T2d) Engine.

It supports PNG files with alpha channels and lets you mange sprites fairly well. So I can use translucent shadows, antialiased edges, and motion blur.

so I'm rendering everything at 30 fps but every 3rd frame, (like you did), with a seperate shadow pass, which I'm compositing in afterEffects.

Then I use GlueIT to take those PNG files and create sprite sheets to import into the engine.

 

Each sprite is 256x256 but the engine is resolution independent and dynamically scales all art assets to the currently set screen resolution. (I will probably scale em down to 128x128 though since I can't justify the file size for just playing nice with resolutions greater than 1600x1280)

for example here's a final composited PNG sprite sheet.

 

aap.png

 

My biggest issues that I'm afraid I'll run into are that loading 40-60 megs of graphics into memory all at once will grind system's to a halt. But I havent really gotten that far yet so It may be a non issue.

And making sure the sprites dont jerk too badly when changing animation.

 

Well that and marketing.. *shiver* :lol:

 

I really appreciate the offer of advice and I'll be sure to pop you a question when I run into a wall.

 

--Simon

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