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Ok, dedicated thread is opened.

Major update with the ship, I have to get used to modifiers again. I run into problems. Solved it but was fiddly.
Also I really don't like that baby blue water. Something has to be done, but not a priority. Many, many details and possibilities to add, still wanting to keep it simple.
I did not want to overcomplicate the boat neither, so no rigging just for the jib or how the triangle sail is called, so it don't levitate in the air.
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New table. Tried to make the table top appear as if it was made from one large slab of wood - bark, sapwood, heartwood, bit crooked a wedge shaped chunk missing - but without the grains... I'm not impressed. Gonna be fine for our purpose.
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From a bit farther.
Again I found the amount of green-blue spectrum overpowering. This is missing some shades of red. Changing the color of the Sun does not help much, and I don't want to overdo that either. For now I'm not sure about the solution. Maybe post-processing in GIMP.
 >>/44876/
Already lego vidyas out there.
Only just making assets is lotsa work, even if someone would throw them into unity and program the rest. Also an rpg needs story and convos and such, lotsa writing.
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 >>/44892/
> Already lego vidyas out there.

Not a KC tier one though

> Only just making assets is lotsa work, even if someone would throw them into unity and program the rest. Also an rpg needs story and convos and such, lotsa writing.

Just use RPG maker bernd. 

https://www.rpgmakerweb.com/

Problems weren't
 >>/44920/

There is (was) Blender Game Engine that tightly integrates with Blender. It is discontinued but there is a fork: https://upbge.org/

It may be easier for Blender users than Unity.
 >>/44927/
Now that's a curiosity.
I remember the original game engine I did not use it. So would lot to learn.

I have to be honest, Bernds, I'm very far from creating a game. I started some projects on this board (or posted about some) which never finished, I don't wish to add something to that list which I'm fairly sure I never make.
Although all this talk made me think a point and click adventure sounds tempting. Maybe that genre because the theme reminds me of the famous Monkey Island series (although I played neither).
 >>/44920/
> But rpgmaker has its own assets, no?

Yes. They come included in the website
https://www.rpgmakerweb.com/additional-downloads

Some free assets for RPGmaker here
https://forums.rpgmakerweb.com/index.php?threads/free-assets-for-rpg-maker-mv.126022/

https://rpgtileset.com/



 >>/44929/
> Although all this talk made me think a point and click adventure sounds tempting. Maybe that genre because the theme reminds me of the famous Monkey Island series (although I played neither).


Here's an open source program for that here bernd.

https://en.wikipedia.org/wiki/Adventure_Game_Studio

https://www.adventuregamestudio.co.uk/
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 >>/44972/
> I'm not familiar with those

Here:

> Lisa the Painful: a post apocalyptic game about hard drugs, clinical depression, saving your daughter and many perverts 

http://www.lisatherpg.com/

> Yume Nikki: players explore the dreams of the protagonist, named Madotsuki, where they encounter a number of surrealistic horror creatures and locations. The game was created using RPG Maker 2003, but lacks most elements commonly associated with role-playing games, such as battle, leveling up, and quests

https://store.steampowered.com/app/650700/Yume_Nikki/


> Space funeral: A shortish RPG Maker 2003 game with original graphics, a soundtrack of creaky vintage electronica and obscure Japanese noiserock, and lots of blood.

https://gamejolt.com/games/space-funeral/3492

This last game has one of the best opening OSTs of all time:


https://youtube.com/watch?v=nblK0dtd1GA
 >>/45026/
> Lisa the Painful
> Visible character sacrifices that effect your stats (removing arms, eyes, scratches)
Hardcore.
> Yume Nikki
> lacks most elements commonly associated with role-playing games
So basically an adventure.
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This is where I am so far with my game. I made materials for the landscape, found some free assets for trees and grass(I had to add a colour pallet to the material to change them to a green I was happier with). Found this free building and a free animal asset pack with this fox and some animations, I created a player character model for it and used some of the animations in it too, he can walk, run and jump, well jump and bite at the same time as it looks like it's some kind of attack animation and not a jump one.
There was a free AI asset which I played with and got to shoot at my Fox as well, though it aims over my fox and misses and it can't track after it shoots, it just shoots the same position even if I move.
 >>/51748/
I'm pretty sure as well, that's why I got Blender. I want to make the assets for the game, I'm just playing around with things now and some of these assets I will use in the game anyway, like the Fox(though he won't be a playable character anymore).
 >>/51750/
Mostly mucking around but I have a few ideas for games to make if I get good enough.
I want to make a game with a similar kind of game play to Tarkov but a bit more forgiving and also with a much brighter and more fantasy like atmosphere, I'm thinking of the premise being that numerous portals have opened up from another world that send out Goblins and such creating dangerous exclusion zones and the game would be about heading into those zones, so their might be some Stalker in their too.
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I've been back in Blender working on a character. Yesterday I made a lot of mistakes and so I had to start again today. But it's all good practice and I am learning a lot.
This is where I am right now.
 >>/51759/
> made a lot of mistakes
That's learning.
When making models that'll be animated, like a humanoid, have to take care that it can be used with rigging. The joints have to be planned that won't look weird when moved about.
Constraints can be added too, so for a knee it won't bent backwards.
 >>/51760/
I'm hoping that it will be able to be used with rigging and put into my game. It should be able to be but I don't know much about this kind of thing so it's not impossible that there will be issues. I'm making the Topography as neat as possible and getting each face to be connected by 4 Vertices and I hope that will help.
 >>/51761/
If not, still can be corrected so no problemo.

 >>/51769/
Looks good. I'm curious how it will work out.
Perhaps the toes could have left alone, not much need to make 'em separate. Unless you want her to be able to play the piano with 'em.
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 >>/51827/
I have not gotten too much further since then.
I coloured her, rigged her, made some animations and then imported her to unreal. The animations were more of a practice test(well the whole character is to degree) so they were just a quite bad and simple walking and running animation. But I set that up and managed to make a playable character from it in Unreal. I had to mess around a bit after then to do some trouble shooting.
For example her Shoulder joint was in a weird place which meant that her arms don't rotate as they should which means they looked shorter than they should be when she stands with her hands by her sides. So I had to redo that as well as fix some other issues. Here is the old model. Spoilered because she is nude.
 >>/51830/
Impressive. So the rig with the model more or less works. Shoulders need some working on?

 >>/51831/
> Spoilered
Oh well.
Spoilering is tricky. I have to retest it because I don't remember at the moment. I think the big checkbox needs to be checked all the time, and only those small which images need spoilering.
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 >>/51834/
Yes, I fixed the shoulders as well as some other issues. To make the rig I had to merge vertices at a further distance than I normally would as it would not let me make the rig with Vertices too close. I didn't notice until afterwards but that ruined the mouth and navel, so then I had to fix that but in doing so even more issues came up with faces that were facing outwards thinking they were facing inwards and refusing to be corrected when I tried so I had to do more work to fix that so I could paint them again. Somewhere along the line that failed to translate into Unreal when I re exported it and so now she has red marks on her lips. I guess what I would have to do is reunwrap it in Blender to get the image texture fixed.
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 >>/51836/
Sadly I can't give suggestions or tips on how to form such model. I chose to model Capn. Bernd as a lego figurine for a reason. Each limbs are separate meshes themselves.
> now she has red marks on her lips.
Looks like a chink with big teeth.
 >>/44822/
I think this ship looks /comfy/ and homely in a possibly nostalgic r low poly shot of way. 

 >>/44916/
I wounder how easy would it be o make a pseudo-3D game with still screencaps of 3D assets in RPG maker? Like Donkey Kong on the SNES.  

sorry for Tor posting and replying to something a bit old, just wanted to show my love for that ship. Have a great day, Bernds!
 >>/51848/
> I think this ship looks /comfy/ and homely in a possibly nostalgic r low poly shot of way. 
Thanks.
> how easy would it be 
In case of RPG maker I guess a lot depends on the creation of assets. If it goes well, the rest is given by RPG maker. Okay writing is another thing.
> Like Donkey Kong on the SNES.
On RPG Maker?

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