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Messages - necro
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556
« on: February 10, 2007, 09:32:00 am »
do you want critique? If so, I think the first thing is to point out that you need to work on...proportion being the first. Hands are to small and the fingers are all the same, fronts of bodies should be bigger then the distant sides. There is a lack of joints and such, try to work on that maybe by drawing manikins. The hair you drew is just a shape on top of a head, real hair has strands that project from the scalp in cluster, clumps, and curls. Next time, draw the hair as actual multiple strands. Keep practicing, and the best way to get better at drawing anime is to draw real people in various poses (ignoring detail...just the shapes).
557
« on: February 09, 2007, 07:26:00 pm »
List of current 3D things:
both games are dead because I lack the resources/time to be able to make any real progress, however
Necropoly GM Modeler and Texturer
this is a modeler, texturer, and paint program for game maker I am making, may add other features such as icon support, etc. Its still coming along.
558
« on: January 29, 2007, 07:26:00 am »
THE POST 12461680 So, if someone was willing to make asm routines to speed things up, what would the be?
559
« on: January 27, 2007, 06:01:00 pm »
midis?
560
« on: January 25, 2007, 03:00:00 pm »
its an asm revolution!
561
« on: January 25, 2007, 05:26:00 am »
problem is most people don't use graphing calcs for math all that much
562
« on: January 22, 2007, 07:31:00 pm »
i was wondering if anyone had any idea how one might make a scaled b/w sprites, perferably 16X16 base texture...if it can't be done, oh well
563
« on: January 22, 2007, 07:23:00 pm »
well, I am making a slight release delay (again) as I add improved effects, and also because I am having a lot of difficulties on upload speed with my new wireless router (why did my dad need to mess with it?). So, in the mean time, here is a screeny that has bad resolution.  shows off new explosion effect to the left (much nicer than the old one, still needs editing though the flaws are very hard to see at its speed) and there is improvement in the rising smoke effect (I use a lighter smoke color for lighter back grounds). Going to fix up the lava steam while I wait, sorry for the technechal difficulties.
564
« on: January 21, 2007, 02:07:00 pm »
cool to hear, did you know psugen studios doesn't work?
565
« on: January 21, 2007, 01:54:00 pm »
so, what are the new features?
566
« on: January 21, 2007, 06:14:00 am »
as much as it did before on my laptop, most people probably have better machines than this.
567
« on: January 20, 2007, 07:20:00 pm »
its for windows but proably won't run on a windows 98 or older machine due to the lack of 3d acceleration game maker requires.
568
« on: January 20, 2007, 06:33:00 pm »
well, here is a sample of the smoke effects  plan to make the alingment better of course, possibly add drifting from wind (that'd be interesting) and need to up the resolution alot (currently, its 32X32, probably want 64 and might want 128 or something along those lines)
569
« on: January 20, 2007, 12:43:00 pm »
well, I just found out about a way to add alpha to sprites, and the first thing i managed with it was adding much better looking smoke effects, still wish I had more time on them...I won't be able to do much more with it before the realease though, and i still have to fix some collision errors, a bug I just discovered which casues the green rotators to spill thousands of mini rotator enemies and slow down/crash the game, need to get the new pause menu fully up, build set of easy and a set of hard levels. After that, I think this will be the last update till I can get a demo out for rain drops.
570
« on: January 19, 2007, 03:54:00 pm »
Thats to bad about the crash.
Oh, and the castlevania game looks amazing, i have been hoping to see one for forever.
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