There's a little shift in the looping of that water that makes my eyes think the plane is going backwards. I stared at that water for atleast 2 minutes straight, hypnotized O.o
I like to overall idea, maybe move those clouds in the back a bit. I'd even suggest puting an island or two in the back that shifts when the next character is selected also. The black line on the horizon is too thick for me. I've loved watching this project, how close/far is it from completion?
BTW, I always copy my reply to my clipboard before I hit the evil little continue button. :]
yeah looping its just a moocked up Gif at the mo just to give you the idea. rela version will have plabne bob a little, and maybe the possibiltiy of using the touch screen to move the camera around a little.
when you select a different character icon that plane will fly forwards into cameras and the new one will load and fly into possition from the far distance.
the black line on the horizon is the bit between the two screens (i have no control over that =D) i already have the clouds moving. theyre on cylindrs that rotate around the character, and each layer moves at different speed (a bit like parrellex scrolling) to give a feeling of depth.
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when you select a different character icon that plane will fly forwards into cameras and the new one will load and fly into possition from the far distance.
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I can visualize the plane leaving the screen by coming towards the camera, banking up (don't know the terminology) into the top screen, just missing the camera. You could also use that to sort of "wipe away" the character icon and bring in the next. Might give a neat little effect. You never answered the whole "how far/close is this from/to completion?" question. :]
at the mo id say were along way off completion, it probably looks more complete than it is. heres a rough estimate. could be very off with the coding side of things.
50% complete with the planes.
30% complete with the first level. (10% complete on figuring out hoe to implement the whole thing)
coding maybe 40% i dont know really, still got some major bits to put in ???
Geezus- like that idea, but i dont know how/if it would be possible.
tremulant- maybe later if you get yourself a homebrew DS
Almighty-Gir- i dont know because then the horizon wont work and i want the touch screen to work as a model viewer so ytou can pull the veiw round tyo the side with the stylus
its ginas hotel/ restaurant / island ! everbody who knows the movie is gonan recognize it ... i as a matter of fact was thinking about making a counter striek source map base on this a couple of month ago !
You should get your code monkey to get you some vert lighting to play with. Its great for picking out edges, simple shading and can making the forms pop that little bit more. It'll also save you texture space, which the programming fella will like.
not sure about vertex lighting, but i was thinking about maybe spliting the model in half and slightly darken, blueish it for shade.. dont know if itll be possible but it could look cool.
i dont see how it would save texture space there isnt really much i can save
glad you recognised it.
warby that CS level would be a cool idea. could add some secret tunnels/drains inside tha island and lots of hidden garden paths.
You can save texture space by not needing recoloured textures for shadowed areas, varied colours and the like. They'll often allow you to use a very low resolution texture where you might have required a larger, more detailed one. That kind of thing. Once you get vertex lighting you'll wonder how you did without it. Its like magic
Anyway, you can spare the texture space then you can work how you like. What you're doing at present is certainly working, on a high res PC screen at least.
SHEPEIRO what emulator are you using? I have a very good Japanese one that I got off the cover of an emulation magazine. You need to enable Japanese support in Windows to get it running though.
btw do you guys have permission from studio gibli to do this with their ip ? or havent you pitched this yet ?
wouldnt be a bad thing if you havent i am just curious
after all we did codename gordon without official permission from valve and it was almost completly done when we pitched it / they picked it up for steam. ( still mega glad xt and i didnt get into any trouble there ^^ )
hawken- ive tried Dualis, and my programmer tried another one, but neither worked, we kind of gave up on it, but send it and ill give it a go....... cheers in advance =D
thomas- cheers, i hope we will be able to do this
Warby- i wish, ATM its still personal/portfolio work at worst, with slight inclings that if we get a playable, enjoyable, propper game like level then we approach Ghibli, but as i say, ATM its portfolio at worst.
hey shep , besides you beeing CRAZY YEP CRAZY ( in a good way ) is there any way to make the water have the same tile pattern ? like by far it is like in the image, but when we come closer to the water the tile gets scalled, is there any way to make the water tile always the same independent of resolution ?
yup i wrote this like a 10 years old...cant do better.
johny, its not such a problem in game, as i have the scale right, here its just for sommit to put them against. it would be nice to do that, but i think with everything else we have planned well be hitting the DSs roof.
I just would like to see it with the water reflection a bit down as it is just a perfect reflection from the cliffs with no noise i'd prefer to see it softer but it's looking great anyway
I've never really gone in for fan art, realising it's a waste of my time to start any such project / I find it hard to model stuff I love that has already been designed (take laputa for example) - I often only do stuff for my portfolio. And to be honest when I first saw this kurai na butta work I thought there's no chance in hell that you'll ever get it working or released.
But now I realise that this is becoming such a huge body of work, ghibli and nintendo would be mad NOT to pick you up on this. Although there exists no game on any platform with ghibli IP, I guess no one has tried this approach. The graphics stick sweetly to the film. They really are low poly <font color="orange">GOLD</font>
It's good to show others that making DS content is fast and rewarding, can be done on low budgets. Maybe Polycount needs to have a love child with a DS programming forum...
The question now is though, when you have a working prototype, do you sell it on or try to make the game yourself?
Man this is lookign really awesome! Reminds of the good ole days of gaming.. heh Well, I might suggest talking to the guys at GarageGames once you've got something solid together. I'm not saying that you should necessarily try to publish with them, but that their business model revolves around indie developers and you could get some good help/advice from them. Just a thought... Keep rockin on man!
Publishers won't touch you if you don't have permission to use the IP. Get Ghibli on side before you go hunting for someone to sell your product. I nfact get Ghibli on side and publishers will be falling over eachother to sign your game. It'll be tough, but your screenshots show a clear understanding and love of the intellectual property, so you might have a chance at it.
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hawken- will get blog soon maybe. also painted lighting seems fine, seems to work rather than confuse
jackablade- that system looks WHack. ofh and there aint enogh flickering to justify makeing more textures for that level.
ferg are those balls or a heart?
johny lots of invisible stuff going on at mo will post more when its worth it =D
heres Ferraris player model.
and ive been playing with a charcter select screen idea. what do you think. writting/and arrows are poop
I like to overall idea, maybe move those clouds in the back a bit. I'd even suggest puting an island or two in the back that shifts when the next character is selected also. The black line on the horizon is too thick for me. I've loved watching this project, how close/far is it from completion?
BTW, I always copy my reply to my clipboard before I hit the evil little continue button. :]
when you select a different character icon that plane will fly forwards into cameras and the new one will load and fly into possition from the far distance.
the black line on the horizon is the bit between the two screens (i have no control over that =D) i already have the clouds moving. theyre on cylindrs that rotate around the character, and each layer moves at different speed (a bit like parrellex scrolling) to give a feeling of depth.
i like the idea of some islands
when you select a different character icon that plane will fly forwards into cameras and the new one will load and fly into possition from the far distance.
[/ QUOTE ]
I can visualize the plane leaving the screen by coming towards the camera, banking up (don't know the terminology) into the top screen, just missing the camera. You could also use that to sort of "wipe away" the character icon and bring in the next. Might give a neat little effect. You never answered the whole "how far/close is this from/to completion?" question. :]
50% complete with the planes.
30% complete with the first level. (10% complete on figuring out hoe to implement the whole thing)
coding maybe 40% i dont know really, still got some major bits to put in ???
Geezus- like that idea, but i dont know how/if it would be possible.
tremulant- maybe later if you get yourself a homebrew DS
Almighty-Gir- i dont know because then the horizon wont work and i want the touch screen to work as a model viewer so ytou can pull the veiw round tyo the side with the stylus
after this im gonna take a break off planes, so last night i had fun with...... well see if you can recognise it.
You should get your code monkey to get you some vert lighting to play with. Its great for picking out edges, simple shading and can making the forms pop that little bit more. It'll also save you texture space, which the programming fella will like.
i dont see how it would save texture space there isnt really much i can save
glad you recognised it.
warby that CS level would be a cool idea. could add some secret tunnels/drains inside tha island and lots of hidden garden paths.
Anyway, you can spare the texture space then you can work how you like. What you're doing at present is certainly working, on a high res PC screen at least.
figuring out how to do all the material and vertex exporting now . it complicates things, but will be worth it.
heres the done thing
and a boat from the begining of the film.
Looking foward for some new movies please!
Looks awesome dude !
I'd sell my mother for a "Porco Rosso rom + emulator" package
Looks awesome dude !
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unfortunatly al the DS emulation progs ive tried dont support 3d very well at all. otherwise i wouldnt have so many probs getting good vids of it =(
Eli the programmer has just put in a new screen dump into the game so i should show some good piccys soon, (video aint pos though =( )
heres my latest bit of doo doo, its Fio's experimental jet plane she made after the film (artistic liscence)
called Piccolo no1
Eli the programmer has just put in a new screen dump into the game so i should show some good piccys soon, (video aint pos though =( )
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Record a demo and dump it screen by screen, not possible either?
BTW this stuff kicks some butts!
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I'd sell my mother for a "Porco Rosso rom + emulator" package
Looks awesome dude !
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unfortunatly al the DS emulation progs ive tried dont support 3d very well at all. otherwise i wouldnt have so many probs getting good vids of it =(
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Let's hope something will be rlzed when YOUR proto will be ! Porco Rosso rulez !
wouldnt be a bad thing if you havent i am just curious
after all we did codename gordon without official permission from valve and it was almost completly done when we pitched it / they picked it up for steam. ( still mega glad xt and i didnt get into any trouble there ^^ )
thomas- cheers, i hope we will be able to do this
Warby- i wish, ATM its still personal/portfolio work at worst, with slight inclings that if we get a playable, enjoyable, propper game like level then we approach Ghibli, but as i say, ATM its portfolio at worst.
heres the 1st level so far
and heres some designs for the next few (may not be done, but i had fun wid dem pixols)
2nd-windy poop valley( hopefully strong side wind above cliffs, no wind in valleys) skudding clouds
3rd- grecko roman ruiny type things
4th-turin ( i think better check filem) where piccolo factory is
yup i wrote this like a 10 years old...cant do better.
Need to get me a DS if only just for the possibility of some day being able to try this...
Need more ghibli pixel goodies!
smaller and with less aches and pains to export than the other stuff, im conetrating on getting this done first now.
soon this will al be mine hahhahahhahahhhahahhaha. need sleep.
I just would like to see it with the water reflection a bit down as it is just a perfect reflection from the cliffs with no noise i'd prefer to see it softer but it's looking great anyway
Great work!
But now I realise that this is becoming such a huge body of work, ghibli and nintendo would be mad NOT to pick you up on this. Although there exists no game on any platform with ghibli IP, I guess no one has tried this approach. The graphics stick sweetly to the film. They really are low poly <font color="orange">GOLD</font>
It's good to show others that making DS content is fast and rewarding, can be done on low budgets. Maybe Polycount needs to have a love child with a DS programming forum...
The question now is though, when you have a working prototype, do you sell it on or try to make the game yourself?
studio ghibli- with no publisher/ nintendo liscence.
or
publisher- with no IP liscence ???
Hawken- i know what you mean about fan art, and this project wasnt meant to go so far, but once we got a working plane in game, the fever struck.
YEAH FOLKS, DS WORK IS GREAT, I GET PLENTY OF SLEEP, AND PLENTY OF WORK DONE.
a polycount DS homebrew site link would be ace, just get some kind of model viewer would be ace.
Good luck.
it will be a long way off any way, as wed need something much more complete to show.
DABOHAZE ATTACK