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What are you working on? (Game Making Thread)

Jason

Awesome Bro

Her anatomy and stance look really odd, it's like she's gone from a dead on sideview with the arm and head, to a 3/4 stance on the chest, and one boob is majorly bigger than the other, her stomach also seems to be really far out too... unless she walks with a curved back.

I don't claim to be a good drawer or master of anatomy or whatever, but here's a quick, and really poor, edit... or more of a guide anyway, where I've tried to change the perspective of the chest and fixed the giant boob (The one on the right was way too big in comparison, should have been closer to the chest too, something akin to this)
ntghPgF.png
 
Not enough detail in the line work probably. If I separate this portrait into lineart and color, you'll see there's not a lot going on with the color. It's just blocked in areas with a few gradients and a few spot highlights. I think the secret is just to add more fabric to have more creases. And give everything else a trim. Seams. Stitches. Maybe a few ''' to suggest a curved surface.
full012_zpsvlndlqpl.jpg~original

linework_zpsytlfnobm.jpg~original
color_zpsha4dtt8o.jpg~original


Color%20test_zps20ontpm5.png~original

Overlap is important too, for depth. You were missing the back antler. Her hair could drape over her shoulders a strand. Idk. I gave it a shot. I'm bad with costumes.
 
@Jason - She ended up putting her chest out there lol. Like on purpose. I get your edit, but now her breasts are tiny. So weird for her. XD But you ARE right about how one is bigger than the other.

@Coyotecraft - Your explanation makes a lot of sense when you show that example. HOW did you show the lineart? D:

Actually, I like your armor better than mine. Might be TOO fancy, but I want to use it somehow. Can I?

Expect the new version soon!!
 
The lineart typically has the darkest value. So you can just Desaturate an image, Put a layer of gray over using Divide Layer mode, and it strips away everything leaving just the line art. If it takes away too much just make the grey darker Works best if the lineart has consistent values. You might have to do some spot treatments. You can set a Brush to Divide Mode also and touch up any remaining grey areas. It's not perfect. But it has it's uses.
extract_zpso1crnfpd.png~original

Impress your friends with this party trick. Takes seconds.
party%20tick_zps0oykjpq7.jpg~original

Pretty cool on western comic art. Works even better if you have higher resolution image
play%20around_zpsdsajobhm.jpg~original
 
Been cracking on with a map screen and design doc for a game. Really need to start getting games out. xD
It's essentially a mech game in the style of FTL; minus the crew.
 
A screen with a map displayed :p
Specifically for my game, it is an interactive map that you can move upon, as well as scan parts to detect points of interest that you can travel to. :)
 
So I re-did the picture...

Sylphiawipnew.png


I wonder if I could almost leave it flat like this and get away with it. Maybe for the sake of time I'll leave it as is, then do the same thing for the other character that appears, then add the background. :D
 

Jason

Awesome Bro

There's still something about the perspective between the head and body that bugs me, I think it's that the head looks flat compared to the body due to the stance she's in.

@AceOfAces well done getting your game released! :thumb:
 
This is the intended purpose of my drawing - the first scene of my game:

MM_Scene_WIP.png


It feels so colorful. Something about it doesn't feel like the story I was going for, but I don't know what I'm doing. :(
 

Hybrida

☆ Biggest Ego ☆
Member

That's alot better. Funny how a sky change and cloud removal made a massive difference. It's. More serious now.

Darker colors for the win I guess. There's a game called 'Call of Duty Black OPs 3'. It looks like a damn cartoon with all those bright friendly colors when compared to the previous games. It was kinda annoying to me.
 
Spent a lot of time this week trying to think about how I could use Unity rather than program a 3D renderer for my project. Really trying hard to say "yes, Unity is the right choice" because I want that time-save and extensibility; at the moment I've been trading away time for extensibility but now I think I should trade extensibility for time and just write something quick and bespoke for exactly what my game needs and worry about future problems as they occur. I can always make a new 3D renderer later on when I have the time.

I feel like I have the energy to get back into my project again. Had it all sapped away from other paid projects and writing lots of maths and scripting code without any visual feedback.
 
Unless you're doing something very specific and unique that no one else has done before, I don't know why small teams (or solo devs) write their own game engines anymore. What kind of extensibility could you get from your own engine that you couldn't get in say Unity, Unreal, or CryEngine? (Or Lumberyard? Personally I find that one really interesting--CryEngine with Amazon Web Services integrated...)
 
Nathaniel3W":38fipo8b said:
Unless you're doing something very specific and unique that no one else has done before, I don't know why small teams (or solo devs) write their own game engines anymore. What kind of extensibility could you get from your own engine that you couldn't get in say Unity, Unreal, or CryEngine? (Or Lumberyard? Personally I find that one really interesting--CryEngine with Amazon Web Services integrated...)
I'm doing a mobile game and it needs to be low energy, it also needs to have no loading screens and have all content streamed; these are two things Unity is not (same goes with Unreal).

There are no 3D engines for mobile that meet these requirements, particularly the content streaming. All 3D engines seemed to have been made for desktop, where loading times and energy consumption aren't as important as on mobile.

There's also some very low-level GPU stuff I would like available so I can implement a certain feature in my game related to dynamic textures; it would be more work getting this feature implemented in an existing engine that it would be to start from scratch with it.

I'm not making this decision lightly; it's haunted me during my week-long break and I've had days of giving up and wrangling Unity into position only to remember why I wasn't using Unity to begin with.
 
Xilef":hxxg7oqv said:
Nathaniel3W":hxxg7oqv said:
Unless you're doing something very specific and unique that no one else has done before, I don't know why small teams (or solo devs) write their own game engines anymore. What kind of extensibility could you get from your own engine that you couldn't get in say Unity, Unreal, or CryEngine? (Or Lumberyard? Personally I find that one really interesting--CryEngine with Amazon Web Services integrated...)
I'm doing a mobile game and it needs to be low energy, it also needs to have no loading screens and have all content streamed; these are two things Unity is not (same goes with Unreal).

There are no 3D engines for mobile that meet these requirements, particularly the content streaming. All 3D engines seemed to have been made for desktop, where loading times and energy consumption aren't as important as on mobile.

There's also some very low-level GPU stuff I would like available so I can implement a certain feature in my game related to dynamic textures; it would be more work getting this feature implemented in an existing engine that it would be to start from scratch with it.

I'm not making this decision lightly; it's haunted me during my week-long break and I've had days of giving up and wrangling Unity into position only to remember why I wasn't using Unity to begin with.
If it helps you at all having anyone give you a direct answer: Use your custom one. Having it lightweight will make the app feel so much better to use, even if it takes longer and it takes longer to make content. I'd use it 100x more if it's convenient to tab in and out of (which is likely what it's designed to do).

Switching back and forth from Snapchat on Android makes me want to die.
 
ZenVirZan":3kgkxj9w said:
If it helps you at all having anyone give you a direct answer: Use your custom one. Having it lightweight will make the app feel so much better to use, even if it takes longer and it takes longer to make content. I'd use it 100x more if it's convenient to tab in and out of (which is likely what it's designed to do).

Switching back and forth from Snapchat on Android makes me want to die.
This is precisely the reasoning. Pokemon Go's loading screens make me angry and I bet people would be more forgiving about the battery drain if they could quickly open, check, then close in 10 seconds from a cold start.
Pokemon Go is built with Unity.

I think each time you see a load screen it makes you a little less likely to use that application during your regular day-to-day activities, and my game is designed to play with your day-to-day routine. I also have a big focus on notifications, so tapping a notification and getting into the app needs to be speedy (a slow notification makes you hate the notifications).

EDIT: But the attraction of Unity is that you can focus on game-play, rather than spending your time doing technology work, which makes me really want to be able to use Unity or similar.

For extending the 3D functionality; in the future I'd like to have a VR mode where you can meet your character in person and be within their world (I love the idea of breaking down the assumption that the player is a god-like entity looking into their world and making them feel like they're guests in the world of the character they've been getting to know for so long).
What I could do is use Unity for this and just use my high-speed 3D tech for everything else, but then that's two 3D engines (plus Unity is still rather inefficient and I'd like to have a perfect VR experience). Luckily, that's a distant dream so I don't need to worry about it right now, but it's a planned nice-to-have.
 

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