Looks pretty good, just noticed you uploaded to OGA. Will place the model in the Ancient Beast wuala repo soon along with the rest. There's a version in there done by me that has rigging and some animations as well, but no texturing :) Anyway, different versions is not something bad.
Hope to see more models from you, might get back into modeling and uploading around as well.
No problem. Keep in mind that IRC is a very valuable tool, there are a lot of game dev and coding channels, even for phaser or opengameart itself. You can join IRC from here www.AncientBeast.com/chat and simply connect to more channels or set up somethng like hexchat.
Was the animation from the gif included in the attached blend file? I can't quite manage to find any animation data in the file and play it xD Maybe I'm doing something wrong, hmm...
Great, no worries, you can take your time. What would be the best way to keep in touch and collaborate? We do have an IRC channel for the project if you're into that kind of stuff (#AncientBeast on freenode, you can join from http://AncientBeast.com/chat )
Skype, email or social networks will kinda do as well.
There's no actual polycount limit as for the first version we'll prerender into sprite sheets, so more details = better, as long as detail is used wisely, though we'll also be displaying the 3d models in the units page and probably in-game as well and at some point will wanna make a 3d version of the game too (browser based as well), which will allow for more eye-candy and open new posibilities such as AR and VR. Let's say at least 3000-6000 faces, maybe even more so that stuff looks flawless regarding smoothness, you don't really get to see any choppy edges in most 3d games nowadays that are done properly. I really hate it in Dota2 when stuff like tails and other similar limbs don't have enough edge loops and look very choppy when animated.
Looks pretty good, just noticed you uploaded to OGA. Will place the model in the Ancient Beast wuala repo soon along with the rest. There's a version in there done by me that has rigging and some animations as well, but no texturing :) Anyway, different versions is not something bad.
Hope to see more models from you, might get back into modeling and uploading around as well.
No problem. Keep in mind that IRC is a very valuable tool, there are a lot of game dev and coding channels, even for phaser or opengameart itself. You can join IRC from here www.AncientBeast.com/chat and simply connect to more channels or set up somethng like hexchat.
Will check out that track as well, if I haven't already (I think it was the one I found first then you recommended me this one, hehe).
Game development sure is hard work. If you plan on a 2d game, I usually recomment the html5 route: www.phaser.io www.kiwijs.org www.pandajs.net
Pretty cool track :-)
I think Mangler might be a fitting name :)
Great job! Seems someone made pixel art version http://opengameart.org/content/3-rpg-enemy-remixes and even 3d version http://opengameart.org/content/angler-man-3d
I'm gonna add this in my foss turn based strategy game http://AncientBeast.com
Expect to see it in the units page soon :) Might take a while longer for it to get into the game itself...
Looks cool, gonna check it out :)
Great, will check it out. This might end up as a level 1 Wrath unit; will make folder in our wuala group soon and have a copy of the files there :)
Was the animation from the gif included in the attached blend file? I can't quite manage to find any animation data in the file and play it xD Maybe I'm doing something wrong, hmm...
Great, no worries, you can take your time. What would be the best way to keep in touch and collaborate? We do have an IRC channel for the project if you're into that kind of stuff (#AncientBeast on freenode, you can join from http://AncientBeast.com/chat )
Skype, email or social networks will kinda do as well.
There's no actual polycount limit as for the first version we'll prerender into sprite sheets, so more details = better, as long as detail is used wisely, though we'll also be displaying the 3d models in the units page and probably in-game as well and at some point will wanna make a 3d version of the game too (browser based as well), which will allow for more eye-candy and open new posibilities such as AR and VR. Let's say at least 3000-6000 faces, maybe even more so that stuff looks flawless regarding smoothness, you don't really get to see any choppy edges in most 3d games nowadays that are done properly. I really hate it in Dota2 when stuff like tails and other similar limbs don't have enough edge loops and look very choppy when animated.
Pages