Zaiy
Miitan
Come at me motha frongel.
Posts: 86
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Post by Zaiy on Sept 20, 2012 9:42:43 GMT -5
Been looking at your tuttle model recently and comparing it to the image used in MOTB. i think (if possible) that maybe the models hat and ears can be made a bit smaller, and his front strand of hair can be thickened. to keep to the proportions seen. i was looking for his model used in the game but im having no luck, and i dont know in which part of the game he was in since i think he only played a very very very small role.
sorry if im coming off as a critique, but im an emerging art critique in philadelphia so im into the motions lol.
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Post by fAB on Sept 24, 2012 18:03:18 GMT -5
As far as I can tell, the hat looks spot on--not only matching with the picture pretty well but also his head. If I shrank it down at all, the top of his head would poke through around the rim. I think you're right about the hair strand and ears though, especially the ears which I have noticed myself and keep meaning to fix.
As for Nodin (the old rascal), yeah you're not alone in complaining about a resemblance to Teisel. Obviously they share some similar features, as do other old-timers like Barrel and Klaymoor, but I don't see what the big deal is. However, since the design never was set in stone we are planning to tweak it in hopes of making it more appealing to everyone. Thanks for the image, it shows enthusiasm!
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Zaiy
Miitan
Come at me motha frongel.
Posts: 86
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Post by Zaiy on Sept 24, 2012 20:25:08 GMT -5
I'm very etheusiastic over the games development, and that I am making a game of my own I know how important it is to have criticism. Even if sometimes you don't like it it's better to have someone's opinion then none at all. Normally I withhold my critiques until near end of the development, but in a 3d modeled game I think it would be more difficult to alter things towards the end. With that said I'm also trying to be a tougher critic because of your 'lily' model, with that model you guys shown you have great modeling skills and I, and I hope others, will hold you to that standard. I know it's a non profit game and all but I want you guys to give it your best! I wish I could help more then I could but alas I'm not thr greatest artist and I'm not talented in maya or any other modeling programs.i also am inexperienced in code, do I'm trying to help the best I could through criticism without being a suck up, as much as I enjoy ad appreciate you guys for this project. If you guys need any specific criticism before you guys finalize something I'm a frequent lurker here despite my lack of posts, same with the devroom. As for the teisel/klaymoor/guild master an other older folk the do have similarities but decent differences to separate them, I understand it's harder to deprecate anime-ish charters apart but that's why I offered the metal nose (like guild master) the weird eyes without a metal face like tiesal, but with the addition of 'lashes' to give him a 'unique' look and a brave fencer mushasi-ish wave ponytail instead of a spike bun, I also thought it was a nice touch for the 'mouth wrinkles' which isn't commonly used in anime designs. Just this little things I think separated the characters. The rarity an unnatractiveness of the metal nose and the uncommon mouth are a good combo to me.\
*edit* Actually i just seen the Tuttle model in MOTB and i feel more confident now that his hat may be too tall. also his upper boddy seems a little stockier and his hands are HUGE in the game. i dont think you should do that, maybe maybe you can make them a little bigger. =p
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joshmnky
Miroc
Out of hospital after Hot Pocket Incident
Posts: 47
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Post by joshmnky on Oct 2, 2012 22:39:12 GMT -5
Hey everybody. I figured I'd leave a trace of my existence around the site since I haven't done anything with the community in a while. My schedule got especially tight all of a sudden when I realized I have 3 papers due this week, along with 3 tests... writing that out feels... :06: Anyway, I was just procrastinaERR-reading some of the posts and remembering back when I had the time to do some models. It really gives you an appreciation for how much detail wasn't there in the old games When you're remaking an old model, no matter how hard you strain your eyes, that detail that you thought should be there will no more exist than the moment the original artist didn't model it, so you put it in anyway and see if it fits with he style. If anyone reading is considering learning Blender, but hasn't quite made up their mind, I highly recommend it. The skill often comes in handy. I've used Blender multiple times to create illustrations for papers in conjunction with GIMP 2.0. imgur.com/N63Z3I get Monday off, so maybe if I'm not too depressed over my abysmal testing performance, I'll get some work done on another model. Remember kids, idle hands are the devil's workshop.
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Post by fAB on Nov 6, 2012 0:45:55 GMT -5
I'd say it depends. Obviously basing it on an aquatic animal is going to give the reaverbot certain restrictions, or some types of animals may be associated with certain elements, such as a Mammoo belonging to a cold place. On the whole though, I would think most animal based designs shouldn't have any problems being neutral.
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Post by Blyka on Nov 6, 2012 11:00:45 GMT -5
The 200 word count limit only applies to "ideas for your reaverbot's attacks, battle progression, and so on", so if the image uses words for emphasizing design aspects (as in your entry, "base form", "cloaked", etc.) then that wouldn't apply to the word count limit. The list on the left side of your image however is naming attacks and their effects, so I would generally consider those as falling under the 200 word count.
Yeah, he'll be able to swing his cane when jumping.
Don't see any problem with this as it's a fairly common theme among reaverbots; Hippulbash, Galgalfummi, etc.
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Post by Dashe on Nov 10, 2012 13:14:08 GMT -5
Hey, if anyone's neglected to notice the TLT demo on the game's site, now's probably as good a time as any to notice it!
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Post by Mikéy on Nov 10, 2012 13:16:48 GMT -5
I noticed it half a day after it was put up. Having 5 home pages has its advantages... It's a pretty neat sandbox to test out Tuttle's abilities, better than the one fAB was talking about in his video. It looks beyond promising. Now we just need a demo ruin with some Zakobons to whack around with our cane.
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Post by Kyle on Nov 10, 2012 15:29:56 GMT -5
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Post by fAB on Nov 10, 2012 16:11:33 GMT -5
Not at all, that's what this thread's for, discussion on any aspect of the game anyone feels like talking about.
Occasionally we'll post some news here if we think about it but the Development Blog and Twitter are there for us to keep people up to date with the latest from TLT so it'd be redundant (for us) to constantly flood this thread with the latest headlines.
And yeah, congratulations everyone! We got some really fun characters from that Event!
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Post by Dashe on Nov 10, 2012 16:11:39 GMT -5
Ah, guess you don't have to eat a hat now. I told you Livy'd get in!
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Post by Kyle on Nov 10, 2012 18:15:21 GMT -5
Really? I don't remember saying that I'd eat a hat if she didn't get in...
What I do remember, however, is the sacrifice of thirteen, pure-blooded Welsh virgins underneath a full-moon with a sacrificial dagger cut out of a candy cane. Their screams really complimented the background music of Rick Astley's "Never Gonna Give You Up", too! giving my heartfelt prayers to the Lord, hoping for success.
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Post by bposey on Nov 14, 2012 16:17:22 GMT -5
Hey guys, not sure if this is the appropriate place to offer, but I'd like to help with some programming and 3d work. I have an indie company (owned by me and my wife) called Addo Games that is working on a game called Robots Love Ice Cream. It's got a lot of inspiration from the Mega Man franchise (especially in our robot designs) and you can check out some of that at our blog www.addogames.com . I have to admit I'm not so familiar with the Legends series of games apart from being an admirer of the art as well as intrigued by the rabid fan base. If 100k people on FB are vying to bring the series back, it has to be something worth being a part of and lending some of my spare time to. Anyways, I saw a video of your latest on Facebook and saw that you were using Unity. I have been using Unity for about 2.5-3 years. I've also been modeling (I use Maya) for about 6 years. Right now I'm working about 30 hours a week in Flash (to pay the bills) and 30+ hours on my own game so we can finally launch it over the next 3 months or so. I guess once I become more familiar with the type of game you're making and how things are supposed to work I can chime in on how I might best be able to help. Hopefully I even have some code I could integrate from my own project to help expedite things. Regardless, I just wanted to get the ball rolling, say "hello", and offer my help. I really love the Mega Man franchise and would love to be a part of this effort to help it live. Hopefully I can subscribe to this to get emails when someone posts, but if not just private message me I guess. Take care! -Burton
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Zaiy
Miitan
Come at me motha frongel.
Posts: 86
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Post by Zaiy on Nov 15, 2012 10:11:49 GMT -5
@truner, i don't know if that was exactly constructive criticism. lol. i thought the running wasn't so great in videos, but it looked fine when i played the game. it can probably use a little more tweaks. This is some crappy little image i made real quick so you can see the comparisons. if you are not aware of the original tuttle. Obviously there is going to be some graphical and design differences, some for the better. i think the big nose is ok, but the other features need to calm down a little. i wonder that if those features become smaller if the nose maybe will need a ever so slight adjustment. i think new tuttles collar should also be a little more like the originals as well as the shoulders. i hope my crappy little diagram helps both Truner and the developers. we all just want the best possible game =] Also bposey, if you are reading this i recommend you see tuttle.legends-station.com/?id=joinyou can send your portfolio through the Email listed their and i guess they will get back to you when they can.
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Post by fAB on Nov 15, 2012 20:47:36 GMT -5
1. We haven't updated the model viewer on the site so that version of Tuttle is somewhat out of date. 2. We've been basing our Tuttle on artwork, not the 3D models of old. I'm beginning to wonder if point 2 was a mistake. People are more familiar with Tuttle as he appeared in MOTB than he's supposed to look based on the official art. We never did tweak his features to perfection, so maybe the whole thing could use revisiting, perhaps aim for a middle ground between the art and the model... All else duly noted, Truner. Not that we agree with all your opinions, but we'll definitely take it all into consideration with all the other feedback we've been getting lately. bposey Got your email, thanks! We'll get back to you soon.
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