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 Art Dump 
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Joined: Sat Jul 10, 2010 5:19 pm
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Geesh Geti, all your game ideas are so sexy...


Mon May 09, 2011 4:59 am
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Well, here's hoping I finish some of them rather than getting distracted :P I might have a playable present for you in a few days, I've been working on something with this man, me doing art, him doing code, it being a networked sandbox game... Yeah.


Mon May 09, 2011 5:16 am
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Data Realms Elite
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Geti, you always get those damn good ideas and then in weeks, you spit out a half-finished game.
EDIT: Isn't that the creator of Soldat and Link-Dead you're working with?
Hoooly sheeet.


Mon May 09, 2011 5:25 am
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Data Realms Elite
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I wonder how fast Geti could create a Cortex Command clone.


Mon May 09, 2011 12:35 pm
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Geti you magnificent bastard.
You are a cooking pot of ideas and arts.


Mon May 09, 2011 2:15 pm
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caekdaemon wrote:
I wonder how fast Geti could create a better Cortex Command clone.


Mon May 09, 2011 10:46 pm
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Data Realms Elite
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Needed posting here too.


Mon May 09, 2011 11:24 pm
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@Veg: OH FFUU-
There is no way I'm reading anywhere past tucker's shorts at uni :P

caekdaemon wrote:
I wonder how fast Geti could create a Cortex Command clone.
To be honest if all goes well the terrain engine will end up performing the same function as CC's pixel terrain anyway. I'm not confident with C++ dev yet though so it'll be slower going than usual.
I've thought about trying to code something CC-like (potentially even being able to load CC mods) using a "proper" physics backend quite a few times but the amount of work I'd have to put in would kind of outweigh the gain: We already have Cortex Command, it doesn't "need" remaking at this point. Maybe later.

matty406 wrote:
Geti you magnificent bastard.
You are a cooking pot of ideas and arts.
Thank you :)

Natti wrote:
EDIT: Isn't that the creator of Soldat and Link-Dead you're working with?
Hoooly sheeet.
Yes, yes it is. Michal has been a lot of fun to work with, and the game isn't half bad even in these early stages :) I think he wants to go public with it in a few days, there's still some placeholder art in there.

The problem with my development style/schedule: More attractive projects (at any given time) receive more attention, but after a while they become less attractive. This means that while a prototype might get done within days/weeks, the actual game doesn't get finished for a looooong time.
See: a rough TODO list of discrete projects (each with their own horrible TODO list of features and content) with all truly "minor" projects not shown (like playing around with multiplayer CC and illopocalyse and the 1BD forums)
  • ProtoRTS
  • Prelude
  • RvR
  • Minefield
  • Springbots
  • Pocket Wars - just have to add war towers, lurches and a proper tutorial before it hits 1.5 (final)
  • 0G Allen game
  • Clickity playbook game (I guess I haven't mentioned this one, it's under wraps)
  • C++ voxelised shooter thing
Hopefully I can cull some of those in the next month, hoping to finalise Pocket Wars soon enough and maybe merge the beta and main Prelude branches (-> have to get zombies working) because I've sorted out where that idiot terrain bug was happening, grab the springbots terrain code and put it into minefield for a procedural running jumping game for kongregate or whoever wants to buy it perhaps, get the shooter thing to a playable alpha (and maybe publicise that - means writing network code early on though), focus down on the allen game because it'll be fun and go from there I think.

All that + Uni life + Amy...

It's going to be a hell of a fews months I think. I'm enjoying myself.

(if this needs splitting to the 1BD topic, go for it)


Mon May 09, 2011 11:44 pm
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Image


Wed May 11, 2011 6:50 pm
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Matty, I love those caricatures. I've been working on caricatures as of late, so it gives me some material to relate to.


Wed May 11, 2011 8:15 pm
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Cheers, the thing is, I can't draw a usual face very well, but old, droopy faces are easier, I find.
Quote for reference.
matty406 wrote:
Image


Wed May 11, 2011 8:44 pm
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Love that expression!
I'm not sure why but it makes me laugh.


Wed May 11, 2011 10:55 pm
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matty406 wrote:
...old, droopy faces are easier, I find.

Perhaps because the wrinkles and lines can be more exaggerated, stretched and molded. I sort of see where you are coming from there.


Thu May 12, 2011 1:46 am
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I have a friend who started making these little Pokemon sprite fusion things on Facebook, so I requested Pikachu x Scyther-

Image

IT'S SO BEAUTIFUL <3


Thu May 12, 2011 7:43 pm
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DRL Developer
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Post Re: Art Dump
Gotta love butchered shading.


Thu May 12, 2011 7:44 pm
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