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1st annual 'Shut Up and Make Us a Goddamn Videogame' BACK FROM THE GOD DANG DEAD

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Posts

  • NotASenatorNotASenator Registered User regular
    edited December 2009
    Like so?

    Also, Kovak, I think you are already more advanced than I ever was at it. I get all the concepts, but just making stuff in 3D just wasn't doing it for me.

    NotASenator on
  • NotASenatorNotASenator Registered User regular
    edited December 2009
    NotACrook wrote: »
    Kovak wrote: »
    ok bros been doing some sweet blender modeling since you guys recommended against sketchup
    model1c.png
    model1.png
    modelb.png

    however when i go to do uv unwrap and then color everything in this happens
    texturingproblem.png

    My guess is that for some reason it thinks some of the interior sides of the polygons are the ones that are the correct side. Is there a way to tell the program to only look at the exterior faces? Am I way off on what went wrong?

    That's very interesting so I'm quoting it.
    look for an option to flip the normals

    right now your normals are pointing inward

    I don't know blender, so I don't know where to look, but there should be an option to invert them

    also try to recalibrate the tacyon stream.

    NotASenator on
  • DarricDarric Santa MonicaRegistered User regular
    edited December 2009
    NotACrook wrote: »
    Kovak wrote: »
    ok bros been doing some sweet blender modeling since you guys recommended against sketchup
    model1c.png
    model1.png
    modelb.png

    however when i go to do uv unwrap and then color everything in this happens
    texturingproblem.png

    My guess is that for some reason it thinks some of the interior sides of the polygons are the ones that are the correct side. Is there a way to tell the program to only look at the exterior faces? Am I way off on what went wrong?

    That's very interesting so I'm quoting it.
    look for an option to flip the normals

    right now your normals are pointing inward

    I don't know blender, so I don't know where to look, but there should be an option to invert them

    Doesn't look like all of them are though. Looks like only some of the polys are reversed - and I don't see why a UV unwrap would cause that; they seemed pretty OK right before, judging by the previous screenshot. I also don't know much Blender though, so eh, who knows.

    Darric on
  • AneurhythmiaAneurhythmia Registered User regular
    edited December 2009
    NotACrook wrote: »
    NotACrook wrote: »
    Kovak wrote: »
    ok bros been doing some sweet blender modeling since you guys recommended against sketchup
    model1c.png
    model1.png
    modelb.png

    however when i go to do uv unwrap and then color everything in this happens
    texturingproblem.png

    My guess is that for some reason it thinks some of the interior sides of the polygons are the ones that are the correct side. Is there a way to tell the program to only look at the exterior faces? Am I way off on what went wrong?

    That's very interesting so I'm quoting it.
    look for an option to flip the normals

    right now your normals are pointing inward

    I don't know blender, so I don't know where to look, but there should be an option to invert them

    also try to recalibrate the tacyon stream.

    And you can't just throw the main switch by hand, you have to pump up the primer handle to give you a charge. It's a large, flat, gray... Right, good. Now, under the words "contact position" there's a round, green button that says "push to close." Push it!

    Aneurhythmia on
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    edited December 2009
    I love Inform 7.

    This is compilable code.
    "escape."

    A scene can be restricted or free. A person can be tied or unbound.

    Studio is a room. "[if Late Afternoon is happening]Golden light streams in through the skylight, coating everything in the middle of the room in a delicate amber hue.[otherwise if Sunset is happening]The sunset's colors, indigo and orange, flow over the studio.[otherwise if Twilight is happening]Dim light from the skylight illuminates the centre of the room, purple-grey in the twilight.[otherwise if Night is happening]The studio is dark, the night stars visible through the skylight. The room is illuminated only dimly - if you're going to find your way around you're going to have to find a light source.[otherwise]This text shouldn't be appearing.[end if]".



    A supporter called the metal chair is in the Studio. The description of the metal chair is "A simple metal chair, high-backed, not comfortable. [if the player is tied]You're tied to it.[otherwise]You can see the scrape marks where you were tied to it.[end if]". The player is on the metal chair. The player is tied.

    Understand "untie me" as exiting.

    Instead of getting off the metal chair: say "You try to get up, but almost tip the chair over. Better figure out how to untie these ropes, first.".

    Late Afternoon is a restricted scene. Late Afternoon begins when play begins. Late Afternoon ends when the player is unbound. When Late Afternoon ends: say "You look up and notice that the sun has sunk lower in the horizon, darkening the studio. If you're going to do what you came to do, you'd better find some source of light."



    Sunset is a free scene. Sunset begins when Late Afternoon ends.

    Twilight is a free scene. Twilight begins when Sunset ends.

    Night is a free scene. Night begins when Twilight ends.

    Orikaeshigitae on
  • Burning OrganBurning Organ Registered User regular
    edited December 2009
    Wings 3d might be a good place to start with simple low poly meshes and unwrapping/texturing.


    I think I might have posted this already.

    Burning Organ on
  • TossrockTossrock too weird to live too rare to dieRegistered User regular
    edited December 2009
    neville wrote: »
    Blaket wrote: »
    How does the tuning thing work exactly Neville?

    You see with sound in our game. Sounds a pretty core element; anything you hear has a resulting visual effect as well.

    The tuning "recharges" your glyph, which are our weapons. Basically humming along to the pitch synchronizes you with the world, which allows your cybernetic body to recharge. That's the theory, anyhow.

    so pretty much a less cool ripoff of Devil's Fork

    Tossrock on
    sig.png
  • TossrockTossrock too weird to live too rare to dieRegistered User regular
    edited December 2009
    ow ow stop hitting me ow

    Tossrock on
    sig.png
  • nevilleneville The Worst Gay (Seriously. The Worst!)Registered User regular
    edited December 2009
    Tossrock wrote: »
    neville wrote: »
    Blaket wrote: »
    How does the tuning thing work exactly Neville?

    You see with sound in our game. Sounds a pretty core element; anything you hear has a resulting visual effect as well.

    The tuning "recharges" your glyph, which are our weapons. Basically humming along to the pitch synchronizes you with the world, which allows your cybernetic body to recharge. That's the theory, anyhow.

    so pretty much a less cool ripoff of Devil's Fork

    No, considering our game only has 2 artists... theirs had 15 people, 6 of whom were artists...

    Theirs is also a final, ours is a first playable.
    So yes, you should be hit, or just feel embarassed for blatantly trolling.

    Or, to quote your own video Toss, "Don't flame because you think its bad please =) "

    neville on
    nevillexmassig1.png
  • HalibutHalibut Passion Fish Swimming in obscurity.Registered User regular
    edited December 2009
    Darric wrote: »
    NotACrook wrote: »
    Kovak wrote: »
    ok bros been doing some sweet blender modeling since you guys recommended against sketchup
    model1c.png
    model1.png
    modelb.png

    however when i go to do uv unwrap and then color everything in this happens
    texturingproblem.png

    My guess is that for some reason it thinks some of the interior sides of the polygons are the ones that are the correct side. Is there a way to tell the program to only look at the exterior faces? Am I way off on what went wrong?

    That's very interesting so I'm quoting it.
    look for an option to flip the normals

    right now your normals are pointing inward

    I don't know blender, so I don't know where to look, but there should be an option to invert them

    Doesn't look like all of them are though. Looks like only some of the polys are reversed - and I don't see why a UV unwrap would cause that; they seemed pretty OK right before, judging by the previous screenshot. I also don't know much Blender though, so eh, who knows.

    There is a button in edit mode for the mesh that lets you recalculate face normals so that they all point the same direction (based on whether or not two faces share an edge). And once you get them all facing the same direction, you can flip them all to point in or out. This should give you a continuous mesh for UV unwrapping.

    Also, with the UV unwrap tool, you can define edges that it will cut along to separate the mesh into pieces. So for instance if the whole mesh is made of continuous faces (no holes), you might want to separate the arms/legs/torso/head to make it easier to texture.

    It's been a couple of years since I did any modeling in blender, so I don't remember exactly how to do the texture unwrapping/cutting thing.

    Halibut on
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited December 2009
    NotACrook wrote: »
    NotACrook wrote: »
    Kovak wrote: »
    ok bros been doing some sweet blender modeling since you guys recommended against sketchup
    model1c.png
    model1.png
    modelb.png

    however when i go to do uv unwrap and then color everything in this happens
    texturingproblem.png

    My guess is that for some reason it thinks some of the interior sides of the polygons are the ones that are the correct side. Is there a way to tell the program to only look at the exterior faces? Am I way off on what went wrong?

    That's very interesting so I'm quoting it.
    look for an option to flip the normals

    right now your normals are pointing inward

    I don't know blender, so I don't know where to look, but there should be an option to invert them

    also try to recalibrate the tacyon stream.

    And you can't just throw the main switch by hand, you have to pump up the primer handle to give you a charge. It's a large, flat, gray... Right, good. Now, under the words "contact position" there's a round, green button that says "push to close." Push it!

    Judging by the seams on the first screenshots, you may have ended up modelling from inverted polygons, causing some faces to be inward facing. This was probably not apparent until you skinned the model. Try setting the display mode to single-facing only before putting on the texture to check this out. Unify the normals to fix this.

    Synthetic Orange on
  • nevilleneville The Worst Gay (Seriously. The Worst!)Registered User regular
    edited December 2009
    Also I should clarify:

    I wasn't intending to shit all over Devil's Tuning Fork, but I think it was clear Tossrock was just trying to be an asshole (and succeeding at it) by comparing it.

    We didn't come up with the "sound sight" mechanic, Daredevil or Metroid Prime both could be said to be originators. In fact, Andrew Jones is the art style who is the main inspiration for our artists, and he was the concept artist for Metroid Prime.

    But we are using it in a very different way.
    Also, comparing a FIRST PLAYABLE (not even Alpha) to a contest-submitted entry is pretty stupid.

    neville on
    nevillexmassig1.png
  • TossrockTossrock too weird to live too rare to dieRegistered User regular
    edited December 2009
    neville wrote: »
    Or, to quote your own video Toss, "Don't flame because you think its bad please =) "

    uh what the hell

    Tossrock on
    sig.png
  • nevilleneville The Worst Gay (Seriously. The Worst!)Registered User regular
    edited December 2009
    oh I guess it was some dude who was making a video with pudge wars
    w/e, still a valid statement

    neville on
    nevillexmassig1.png
  • TossrockTossrock too weird to live too rare to dieRegistered User regular
    edited December 2009
    I was joking

    I thought the "ow ow stop hitting me ow" would convey that

    Tossrock on
    sig.png
  • MugginsMuggins Registered User regular
    edited December 2009
    Hahaha what the hell blender, I don't know how you ended up with such a strange pattern of inverted polys.

    Muggins on
    BdVvFJu.jpg
    hey satan...: thinkgeek amazon My post |
  • KovakKovak did a lot of drugs married cher?Registered User regular
    edited December 2009
    it was easy enough to fix! Although blender's flip all outside feature seems to not actually flip them all outside.

    Also it probably happened because of my somewhat limited modeling format

    Kovak on
  • MugginsMuggins Registered User regular
    edited December 2009
    Does blender let you desplay the direction on your normals? turning that on every now and then helps.

    Muggins on
    BdVvFJu.jpg
    hey satan...: thinkgeek amazon My post |
  • AneurhythmiaAneurhythmia Registered User regular
    edited December 2009
    neville wrote: »
    http://www.youtube.com/watch?v=RMmMAK0Nx18

    Video of our game's first playable (Splash screens -> Main Menu -> Our tutorial level)

    It's probably too early to critique most things, so I'm just going to say neat.



    coughcoughcoughvoiceactingcoughcough

    Aneurhythmia on
  • KovakKovak did a lot of drugs married cher?Registered User regular
    edited December 2009
    Got all my sides facing the same direction.

    I'm running into a lot of trouble because my mesh is all one object. It's making it hard to separate my uv mapping out into easier segments.

    Is there something to do this afterward or is this just something you kinda have to start with in mind

    right now all of my model is the product of a single cube


    Action shots:
    headandshoulders.png

    legs2.png


    This is the only real extension of the modeling I did for this thing.
    initialmodel.png

    Everything else after that was mostly just the subsurf modifier

    And a little bit of extending and dragging around some of the points to add definition

    PS. Does anyone want to color some mechs provided I ever get my UV maps exported satisfactorily
    I'm awful at coloring

    Kovak on
  • nevilleneville The Worst Gay (Seriously. The Worst!)Registered User regular
    edited December 2009
    neville wrote: »
    http://www.youtube.com/watch?v=RMmMAK0Nx18

    Video of our game's first playable (Splash screens -> Main Menu -> Our tutorial level)

    It's probably too early to critique most things, so I'm just going to say neat.



    coughcoughcoughvoiceactingcoughcough

    Yeah, it's very Batman-esque, we know.
    The script was very late (from me) and so Thomas whipped it up fast.
    It'll likely be pretty different in the alpha.

    Do you not like it at all? Or just commenting on how Batman-ish it is?

    neville on
    nevillexmassig1.png
  • Calamity JaneCalamity Jane That Wrong Love Registered User regular
    edited December 2009
    it's still a cool idea

    kinda wonder how combat'll work

    Calamity Jane on
    twitter https://twitter.com/mperezwritesirl michelle patreon https://www.patreon.com/thatwronglove michelle's comic book from IMAGE COMICS you can order http://a.co/dn5YeUD
  • nevilleneville The Worst Gay (Seriously. The Worst!)Registered User regular
    edited December 2009
    Whose game, Anjin? Mine or Kovak's

    neville on
    nevillexmassig1.png
  • Calamity JaneCalamity Jane That Wrong Love Registered User regular
    edited December 2009
    yours

    right now it definately looks early so i'll give you the benefit of the doubt but will enemy placement be omnipresent or for a few seconds each strobe flash?

    Calamity Jane on
    twitter https://twitter.com/mperezwritesirl michelle patreon https://www.patreon.com/thatwronglove michelle's comic book from IMAGE COMICS you can order http://a.co/dn5YeUD
  • Calamity JaneCalamity Jane That Wrong Love Registered User regular
    edited December 2009
    i mean, flashy freaky dudes would be freaky

    Calamity Jane on
    twitter https://twitter.com/mperezwritesirl michelle patreon https://www.patreon.com/thatwronglove michelle's comic book from IMAGE COMICS you can order http://a.co/dn5YeUD
  • MugginsMuggins Registered User regular
    edited December 2009
    Kovak wrote: »
    Got all my sides facing the same direction.

    I'm running into a lot of trouble because my mesh is all one object. It's making it hard to separate my uv mapping out into easier segments.

    Is there something to do this afterward or is this just something you kinda have to start with in mind

    right now all of my model is the product of a single cube


    Action shots:
    headandshoulders.png

    legs2.png


    This is the only real extension of the modeling I did for this thing.
    initialmodel.png

    Everything else after that was mostly just the subsurf modifier

    And a little bit of extending and dragging around some of the points to add definition

    PS. Does anyone want to color some mechs provided I ever get my UV maps exported satisfactorily
    I'm awful at coloring

    Nah dawg

    UV's can be cut and moved around independently of the position of your actual faces. What you gotta do is select the edges you wanna make a border edge and...well make it a border edge. I don't know how you do it in blender though.

    Muggins on
    BdVvFJu.jpg
    hey satan...: thinkgeek amazon My post |
  • KovakKovak did a lot of drugs married cher?Registered User regular
    edited December 2009
    nev's game needs some mad strobe light jungles

    oh man that would be awesome looking

    you guys got a lot of potential if the whole game is going to look like that

    Kovak on
  • KovakKovak did a lot of drugs married cher?Registered User regular
    edited December 2009
    if you were to load a texture that was just alpha levels(that's the invisible watchamacallit right) onto a part of a model would it make that part disappear

    Kovak on
  • MugginsMuggins Registered User regular
    edited December 2009
    Kovak wrote: »
    if you were to load a texture that was just alpha levels(that's the invisible watchamacallit right) onto a part of a model would it make that part disappear

    Yeah. But why would you do that for a mech character?

    Muggins on
    BdVvFJu.jpg
    hey satan...: thinkgeek amazon My post |
  • nevilleneville The Worst Gay (Seriously. The Worst!)Registered User regular
    edited December 2009
    Anjin-San wrote: »
    yours

    right now it definately looks early so i'll give you the benefit of the doubt but will enemy placement be omnipresent or for a few seconds each strobe flash?

    Since everything "sees" with sound, we're going to implement something similar to visual memory (I.e. if you see something then a light gets bright and you're blinded, you can remember the outlines)

    So there will be a pulse, then things will have a residual glow which dies down. We'll see how it looks. =)

    neville on
    nevillexmassig1.png
  • Calamity JaneCalamity Jane That Wrong Love Registered User regular
    edited December 2009
    yeah, it's seems like that would be tricky to do while still retaining the blindness thing and that had to be a big conversation

    i mean for example, an enemy walking around would emit sound and so forth

    Calamity Jane on
    twitter https://twitter.com/mperezwritesirl michelle patreon https://www.patreon.com/thatwronglove michelle's comic book from IMAGE COMICS you can order http://a.co/dn5YeUD
  • nevilleneville The Worst Gay (Seriously. The Worst!)Registered User regular
    edited December 2009
    Yeah. Our biggest concept is sound sight, so if you can hear it, you can see it.
    So instead of torches or shit, we have sound emitters which also put out light.
    Gonna be crazy to see where the next 6 months take us, but I'm hopeful.

    The fact our composer and artists are abso-fucking-lutely brilliant doesn't hurt things.

    neville on
    nevillexmassig1.png
  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    edited December 2009
    I would be interested in contributing to a game.

    But uhh. I'm better at Python than C.

    Jasconius on
  • nevilleneville The Worst Gay (Seriously. The Worst!)Registered User regular
    edited December 2009
    Whaddya think about my game's video, Jasc?

    neville on
    nevillexmassig1.png
  • Calamity JaneCalamity Jane That Wrong Love Registered User regular
    edited December 2009
    me and my buddy is in talks on the game we doin'

    i want to do pokemon meets shootin' fuckers in the face for stupid things and screaming at children at inappropriate times

    Calamity Jane on
    twitter https://twitter.com/mperezwritesirl michelle patreon https://www.patreon.com/thatwronglove michelle's comic book from IMAGE COMICS you can order http://a.co/dn5YeUD
  • George Fornby GrillGeorge Fornby Grill ...Like Clockwork Registered User regular
    edited December 2009
    Nev, I thought that Devil's Tuning Fork was much more awesome than what you're going toward.

    Then I played Devil's Tuning Fork and my eyes hurt and it was kind of boring and I couldn't imagine doing that for more than like three hours before saying FUCK THIS.

    What I'm saying here is that your game is pretty cool looking so far.

    George Fornby Grill on
  • nevilleneville The Worst Gay (Seriously. The Worst!)Registered User regular
    edited December 2009
    Nah, I'm not gonna bash on Devil's Tuning Fork.

    I appreciate the feedback; we're working on two different games, we just both happen to be using the "sound sight" mechanic.

    Plus, as long as we don't have to compete with another sound sight game the same year we try for IGF, we'll be happy. 8-)

    neville on
    nevillexmassig1.png
  • TossrockTossrock too weird to live too rare to dieRegistered User regular
    edited December 2009
    Jasconius wrote: »
    I would be interested in contributing to a game.

    But uhh. I'm better at Python than C.

    pygame, dude

    Tossrock on
    sig.png
  • ProjeckProjeck Registered User regular
    edited December 2009
    Nevs I'm gonna be honest I'm not sure I feel about the thumbless hand

    It looks so much like a lefty

    Projeck on
  • GSMGSM Registered User regular
    edited December 2009
    Neville, while I like the design work on the player hand (claw, whatever) model, and the geometric shapes chosen for textures, I question the current color work. Those pinks, oranges, blues, and purples don't really feel like they enjoy hanging out together that much. Perhaps consider a saturation hierarchy? Differentiate the visual impact of elements by their importance to the player? Maybe pitch could have something to do with color temperature, etc.

    Right now it's just a little too neon and black. Something between Devil's tuning fork's solid whites and reds and your current superbright neons? Also, the stripes in DTF's textures do help in conveying the curvature of various objects, so you might want to consider a texture style that could help in giving the player a similar visual cue for certain objects. (what are your current goals in the texture choices made so far?)

    GSM on
    We'll get back there someday.
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