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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Aperture Laboratories -We do what we must, because we can!
sorry im late but from the old sprite dump CUBE and a(if you ask me) better portal gun
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Sun Nov 09, 2008 10:41 pm |
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zness
Joined: Sat Aug 25, 2007 5:50 am Posts: 319 Location: Planet Telex
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Re: Aperture Laboratories -We do what we must, because we can!
I don't see the point in spending all that time spriting the portal gun, you can't use it.
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Sun Nov 09, 2008 11:21 pm |
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Falcon X
Joined: Thu Aug 09, 2007 6:37 pm Posts: 889 Location: Not Jewtown.
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Re: Aperture Laboratories -We do what we must, because we can!
zacness wrote: I don't see the point in spending all that time spriting the portal gun, you can't use it. We will soon enough.
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Sun Nov 09, 2008 11:34 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
zacness wrote: I don't see the point in spending all that time spriting the portal gun, you can't use it. Honestly that sprite took me like 20 minutes + another 10 or so fixing it up sizewise. Felt like doing it was all. But right now, focus is on the bunker modules, and then getting more shading on GLaDOS herself.
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Sun Nov 09, 2008 11:36 pm |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: Aperture Laboratories -We do what we must, because we can!
Read the thread title, of course he had to, because he could darnit!
Can you give us any details on what sort of scene you were going to try and pull out for this?
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Mon Nov 10, 2008 3:10 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
More than likely I envision a scene where you either A) Defend GLaDOS from enemies coming in to destroy her Or B) Infiltrate a heavily guarded Aperture facility with one actor and limited supplies with the end goal to bring down GLaDOS and destroy her 4 components.
A) would be fun because in Portal you already destroyed her. Would be cool to get a different perspective. B) would be fun because man vs. world is always fun.
Or possibley do both!
Until we get true portal functionality though, it really will just be another scene, with some cool LUA scripting, hopefully. Zalo is going to have to be my lifeline here in that department, I'm an LUA idiot. But judging from what Zalo has done, he's definitely who I would've liked to help out on this.
I'm sure more ideas will come. But for me, I have to have my puzzle pieces before I can put it together, so the spriting continues.
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Mon Nov 10, 2008 4:10 am |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: Aperture Laboratories -We do what we must, because we can!
LowestFormOfWit wrote: A) would be fun because in Portal you already destroyed her. Would be cool to get a different perspective.
She is still alive. Also as aperture is tied into hl2 and is actually referenced in ep 2 as still existing, would be cool to go in and destroy her as Gordon Freeman.
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Mon Nov 10, 2008 4:41 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
Yeah, I know she's got at least one backup. Bunker modules are hard to do, at least in the portal theme. Trying to figure out if I should make the outside (normally concrete) part of the modules just a whitish clean portalish color or if I should try to make them look like the behind the scenes parts of the levels in portal. Because the only real texture you will be able to see in 2d is the wall. The floor and whatnot won't really be able to be seen at all.
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Mon Nov 10, 2008 7:58 pm |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: Aperture Laboratories -We do what we must, because we can!
Well, let's see... In order to combat all problems, I suggest that you do whichever is easier first (probably the clean look) and then try to do the whole broken down ones. That's the best solution I can think of.
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Mon Nov 10, 2008 10:33 pm |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: Aperture Laboratories -We do what we must, because we can!
LowestFormOfWit wrote: Yeah, I know she's got at least one backup. Bunker modules are hard to do, at least in the portal theme. Trying to figure out if I should make the outside (normally concrete) part of the modules just a whitish clean portalish color or if I should try to make them look like the behind the scenes parts of the levels in portal. Because the only real texture you will be able to see in 2d is the wall. The floor and whatnot won't really be able to be seen at all. I think that you should do the inside with a clean white background, of course vary the horizontal shaft backgrounds, and then the lining should be a thin metal then thick space then thin metal that's old and rusty like the facility. Also it'd be cool to have an obstacle course even though the actor won't have a working portal gun. Also, when you finish the game you're like in a warehouse and there's a piece of cake, there's lots of spheres all around on shelves, are those glados module backup units?
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Tue Nov 11, 2008 12:23 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
I believe they're supposed to be. As for that cutscene, there's no real explaination as to where/when that's taking place, if at all other than for comedic effect.
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Tue Nov 11, 2008 4:21 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
UPDATE: First look at the bunker tile theme I've been working with. Simple recolor. Let me know if it's too "blah" or obnoxious, or if going with the guts/industrial/unkept look of the back part of Portal's levels would be the better way to go.
Last edited by LowestFormOfWit on Tue Nov 11, 2008 9:35 pm, edited 1 time in total.
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Tue Nov 11, 2008 9:28 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Aperture Laboratories -We do what we must, because we can!
Shinier and brighter would be nicer. concrete look wont fit.
otherwise: its awesome.
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Tue Nov 11, 2008 9:29 pm |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Aperture Laboratories -We do what we must, because we can!
I don't really like the alternating blue orange... Maybe just do a straight grey color. Also, The white seems to be a little too noisy, I would make it more uniform in color.
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Tue Nov 11, 2008 10:51 pm |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: Aperture Laboratories -We do what we must, because we can!
should be a shiny plastic panel shell with rusty old abandoned aluminum guts, you could do that by doing the background and a thin lining like the white clean map, and then around that have the nastiness hidden from the perspective of the actor inside the module, it should be on the thick border. Then the outside line might be concrete, I think that'd be cool.
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Tue Nov 11, 2008 11:32 pm |
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