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PIXELHAMMER An oldschool pixelart gameproject  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Esteemed Veteran Space Marine






Northumberland

Aye, I'll admit I'm not so beholdant to GW's business practice when it comes to minis. I don't play and I've largely moved away from collecting 40k (at least for the moment), but I still enjoy the setting. I understand GW's desire to sell miniatures for their gaming system (as their primary revenue stream), but it seems as though they consistently underappreciate the potential for the setting to expand - particularly when it comes to video games and animation.

Those two sectors are by far the most accessible formats for younger audiences (who they hope to sell minis to at some point), and while I understand protecting their IP I would have thought that allowing some leeway in those areas for fans would translate into increased interest in the core products (A reverse parallel of HALO - which started as a video game franchise, and then became highly marketable with merchandise, e-sports, novels and 2 miniatures games). At least, that's how it appears to my non-mercantile experience.

I can well understand how frustrating it would be for someone like yourself, putting the toil in only to have it crushed by an arbitrary ruling from a seemingly disconnected corporate management. I'm frequently amused by the vitriol some of our members pour on GW (they are a business after all), but rulings like this do smack of a disinterest in the fan-base or needlessly stringent protectionism of the IP. I could understand if GW had a strong line-up of video games that were generating good profits - but the reality is that they haven't had a run-away success since DoW or DoW2. Since then there have been some passably good games, but nothing which has really captivated people like DoW managed to.

Anyway, I hope you do continue with this - because your effort deserves the recognition. Keep it up!

Now with 100% more blog: 'Beyond the Wall'

Numine Et Arcu
 
   
Made in gb
Sacrifice to the Dark Gods





Can't believe this is the first time I've come across this project but it looks fantastic, great work all around!

I think the Marine 360 move is really well done but I couldn't help feel if I was surrounded by orks I'd be letting off a couple of bolter shells!! Maybe something new to incorporate in a future move!

I'd love to see your adaptation of a maine/ork with a flamer!

   
Made in us
Long-Range Black Templar Land Speeder Pilot






Love to see the passion you've got for the project and I think you and many others were inspired by Astartes.

Looking forward to what you put together even in a decal-less mode!
   
Made in om
Longtime Dakkanaut





Muscat, Oman

Ah, that sucks. So will you be able to use the same basic designs you've already made, or will they all need to be modified to be visually distinct from GW stuff?

--Lord of the Sentinels Eternal-- 
   
Made in br
Fresh-Faced New User





Brazil

 Warpig1815 wrote:
Aye, I'll admit I'm not so beholdant to GW's business practice when it comes to minis. I don't play and I've largely moved away from collecting 40k (at least for the moment), but I still enjoy the setting. I understand GW's desire to sell miniatures for their gaming system (as their primary revenue stream), but it seems as though they consistently underappreciate the potential for the setting to expand - particularly when it comes to video games and animation.

Those two sectors are by far the most accessible formats for younger audiences (who they hope to sell minis to at some point), and while I understand protecting their IP I would have thought that allowing some leeway in those areas for fans would translate into increased interest in the core products (A reverse parallel of HALO - which started as a video game franchise, and then became highly marketable with merchandise, e-sports, novels and 2 miniatures games). At least, that's how it appears to my non-mercantile experience.

I can well understand how frustrating it would be for someone like yourself, putting the toil in only to have it crushed by an arbitrary ruling from a seemingly disconnected corporate management. I'm frequently amused by the vitriol some of our members pour on GW (they are a business after all), but rulings like this do smack of a disinterest in the fan-base or needlessly stringent protectionism of the IP. I could understand if GW had a strong line-up of video games that were generating good profits - but the reality is that they haven't had a run-away success since DoW or DoW2. Since then there have been some passably good games, but nothing which has really captivated people like DoW managed to.

Anyway, I hope you do continue with this - because your effort deserves the recognition. Keep it up!


thanks man, i'm still at it. Now my game is just a generic story or a parody now. maybe i'll make the star soldiers be like fratboys going to take care of a fungus infestation or something (a intro cutscene)
Heh i know what you mean - after that old GW animation... wow, that was baaad. like terrible teenage bolter porn that had a somewhat decent (but predictable) plot twist. The fan animations felt like the community taking over like "here's how it's done and we doing it for free"

@Barcode: thanks mate! if i make more characters beyond the tactical bolter guy and the chainsword guy, sure will do! but, for now - i need to get the bare bones basic done first.

@The Red Hobbit: thanks! i'll turn off the decals and keep trucking!

@soul samurai: yeah, i think i can still use it - but now i have to wrap it as a parody. there are 2 fratboy marines living in a dorm - blue and red have to take care of a fungus infestation.

Anyway - update time! emotes!

amused giggle


taunt time! pew pew pew!


Warcry! celebrate by shooting into the air


muahahaha!
time to polish the gameplay now

   
Made in us
Terminator with Assault Cannon




San Jose, CA

Lookin good
   
Made in us
Long-Range Black Templar Land Speeder Pilot






I'm enjoying the celebration animation quite a bit
   
Made in br
Fresh-Faced New User





Brazil

Slight update:
finished all the animations and sprites and visual assets necessary for the prototype and i'm quite happy with them - but programing the actual game is going super slow. the programmer is very busy with real life (2 jobs+ new kids) so i am currently polishing my programing knowledge with videos, tutorials studying C# and visual scripting while trying to program the game's AI. I feel like a toddler learning to walk trying to compete in a marathon biggrin.png. I know my design stuff quite well but for programing i'm learning the basics and right now it falls on me to try to start developing a AI state machine, and it has been a STRUGGLE. every single step crashes the whole thing and i'm stuck for hours searching forums and youtube for simple answers that a real programmer can fix with a snap of fingers. So i managed to convince a second friend (who also has limited time) to maybe hop in and help with coding the AI -so hopefully we can get the first prototype soon -
So far every single prediction i have given for a prototype failed - much like George R.R.Martin, so i'll not speculate on a date for playtesting anymore - cuz unfortunately it's not up to me.

but fingers crossed we can get playtesting done soon! aaah coding hurts!
   
Made in eg
[MOD]
Keeper of the Adeptus Arbites Flame






Cairo, Egypt

My last programming class was in the days of 3.5" disks so I'm not the guy to be giving advice, but is there an existing game that can be reskinned?

 
   
Made in us
Terminator with Assault Cannon




San Jose, CA

Ditto, I took basic in school so unfortunately I can't help.

Pixel, just keep on keeping on.
   
Made in si
Longtime Dakkanaut





Muscat, Oman

That's rough, I know how frustrating it can be when a computer just refuses to do what you need it to. All I can say is: good luck!

--Lord of the Sentinels Eternal-- 
   
Made in br
Fresh-Faced New User





Brazil

@Kid_Kyoto: well, we are thinking of getting some programing assets on black friday hopefully - the AI statemachine is pretty up mapped, but need to actually code it (once again programmers without time issue). but cant reskin some asset 1:1 because the game logic is not just your run of the mill beat em up/ run and gun game, we i9ncorporated a bunch of mechanics from other genres that i haven't seen in this kind of game yet.
@Racerguy180 @Soul Samurai: thanks guys, will keep at it! last 3 months was a bit blurry in terms of knowing how to solve the problems but i managed to fix them and plan them with some nice solutions. i wont post them here, cuz i doubt anybody is interested in AI flowcharts and all that boring stuff. currently we have a clear view of how to implement things - i kinda figured it out and put it to paper and flowchart and a friend who researches AI told me it makes sense - so now we have to do coding to put it into practice (again - our main issue is the proggrammer not being able to put in the hours)
thanks for the support and attention guys, i'll post when we actually have something functional to show! (no art to show off cuz we are fully into technical mumbo jumbo that i suppose non game designers wouldnt be interested in -really boring stuff, but necessary to run the game)

This message was edited 2 times. Last update was at 2021/10/26 05:41:37


 
   
 
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