View unanswered posts | View active topics It is currently Mon Jan 06, 2025 11:25 pm



This topic is locked, you cannot edit posts or make further replies.  [ 177 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 12  Next
 Aperture Laboratories -We do what we must, because we can! 
Author Message
User avatar

Joined: Wed Dec 13, 2006 12:10 am
Posts: 562
Location: Termina
Post 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


Sun Nov 09, 2008 10:41 pm
Profile WWW

Joined: Sat Aug 25, 2007 5:50 am
Posts: 319
Location: Planet Telex
Post 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.


Sun Nov 09, 2008 11:21 pm
Profile
User avatar

Joined: Thu Aug 09, 2007 6:37 pm
Posts: 889
Location: Not Jewtown.
Post 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.


Sun Nov 09, 2008 11:34 pm
Profile WWW
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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.


Sun Nov 09, 2008 11:36 pm
Profile

Joined: Tue Jan 01, 2008 5:56 am
Posts: 564
Location: Behind a DarKlone, trying to pierce its fudging armor!
Post 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?


Mon Nov 10, 2008 3:10 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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.


Mon Nov 10, 2008 4:10 am
Profile
User avatar

Joined: Sun Dec 30, 2007 7:55 am
Posts: 165
Post 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.


Mon Nov 10, 2008 4:41 pm
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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.


Mon Nov 10, 2008 7:58 pm
Profile
User avatar

Joined: Thu Jul 10, 2008 6:23 pm
Posts: 301
Location: Lurking somewhere around here...
Post 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.


Mon Nov 10, 2008 10:33 pm
Profile
User avatar

Joined: Sun Dec 30, 2007 7:55 am
Posts: 165
Post 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?


Tue Nov 11, 2008 12:23 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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.


Tue Nov 11, 2008 4:21 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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.
Image

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.



Tue Nov 11, 2008 9:28 pm
Profile
User avatar

Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
Post Re: Aperture Laboratories -We do what we must, because we can!
Shinier and brighter would be nicer.
concrete look wont fit.

otherwise: its awesome.


Tue Nov 11, 2008 9:29 pm
Profile WWW
User avatar

Joined: Mon Apr 28, 2008 1:35 am
Posts: 383
Post 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.


Tue Nov 11, 2008 10:51 pm
Profile
User avatar

Joined: Sun Dec 30, 2007 7:55 am
Posts: 165
Post 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.


Tue Nov 11, 2008 11:32 pm
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 177 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 12  Next

Who is online

Users browsing this forum: Google [Bot]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.051s | 14 Queries | GZIP : Off ]