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The Steampunk League finally is on Greenlight

 November 01, 2014, 01:10:52 pm View in topic context
avatar  Posted by Rikard  in The Steampunk League finally is on Greenlight (Started by Rikard November 01, 2014, 01:10:52 pm
 Board: Gaming

HELLO you might remember this thread

11 months later and after redoing the game from scratch (long story) we hit Steam Greenlight

Here's a quick rundown of what the game is about
Quote
DiXidiasoft invites you into the Victorian age to retrieve Nikola Tesla's stolen invention!!

The Steampunk League is a 3D isometric action platformer set in an alternative Victorian Age, revolving around the story of Nikola Tesla and his eternal rival Thomas Edison. In this universe, Tesla managed to get rich thanks to his inventions, leaving Edison on the edge of bankruptancy.
When the entrepreneur steals Tesla’s secret invention, he has to retrieve it together with his comrades: H.P. Lovecraft, E. A. Poe and Ada Lovelace.
The whole story takes place in four epic cityscapes of the Victorian Age.
Travels around the world to ruin the Edison's plan are waiting for you in the Worlds' big cities and the deepest caverns, the English countryside and the ice that only Russia can give, cross the Brooklyn Bridge and walk into the immense Louvre, there are many places to visit, and only with your will force you can get as high as possible, up to the moon. Explore the most beautiful cities of that time, reinvented in steampunk sauce!

Face the levels across mobile platforms, slippery floors or sticky platforms without falling into the abyss and don't get crushed by mechanical presses. Then, avoid traps and poison and the puffs of fire of the forge. Pay attention in tackling levels, everything is against you.
You can play up to four different characters, everyone with his own peculiar abilities. Decide who to use in order to face the levels, choose from four of the most famous historical characters, fight in the shoes of the inventor Nikola Tesla, or choose to use the dark magic of the writer Edgar Allan Poe, fight hand to hand with the detective Howard Phillips Lovecraft occult or use the little robots of the scientist Ada Lovelace. But there are many other historical characters ready to help you against the enemy, Thomas Alva Edison, and his famous companions.

Be cautious: thanks to Edison’s huge army, your quest it will be much more difficult than you think! Violence is not always the right answer: you will have to tactically plan your moves to overcome the threats waiting for you.

Race to complete the level as fast as possible or take your time to explore the environment, uncover the secrets hidden in each one!
But be careful, powerful enemy are waiting you into the darkness
The game features a very detailed handpainted style optimized to get a cartoon-like result.

We used many references to take inspiration and reinvent the most beautiful cities of the 19th century, making them unique and adapted for the cruel platforming waiting for you there.



so ok have fun
    

Re: what has rikard been up to in the past year or something

 December 25, 2013, 12:07:53 am View in topic context
avatar  Posted by Rikard  in what has rikard been up to in the past year or something (Started by Rikard December 04, 2013, 11:54:22 pm
 Board: Gaming

'lo guys, it's christmas here so thought I'd bring you a present or something, so I'm showing off a bit more of the game.



We have plenty of news to release day by day, so stay tuned. Enjoy these 1:12 min of your life you won't get back! I'm still here in case you have any other question.
    

Re: what has rikard been up to in the past year or something

 December 05, 2013, 01:45:18 am View in topic context
avatar  Posted by Rikard  in what has rikard been up to in the past year or something (Started by Rikard December 04, 2013, 11:54:22 pm
 Board: Gaming

Will you keep us updated on it?

k

My internal nerd is pleased already. Definitely following this. On Facebook too I guess.

We find tidbits of funny trivia everyday as we work on the game, we just need to find a way to put them in without making them feel forced. Our writer is working is ass off on this, hopefully your internal nerd will be happy.
    

Re: what has rikard been up to in the past year or something

 December 05, 2013, 12:58:10 am View in topic context
avatar  Posted by Rikard  in what has rikard been up to in the past year or something (Started by Rikard December 04, 2013, 11:54:22 pm
 Board: Gaming

- Will we be exploring large maps, or is it a linear game ?
- Do you usually have to go from point A to point B, or do you have missions to fullfil ?

I'll answer both of these since they're pretty similar.  Most maps are linear, while others are more open and the path isn't clear right away, forcing you to explore different paths in order to advance. And yes, the gameplay doesn't really go astray from the usual A to B, although we have some surprises in mind ;)

- Does each character have specials powers based on their persona (Tesla has lightning stuff, while Lovecraft can summon demons, or something) ?

Yes.


- Do you choose your hero at the beginning of each stage, or do you make them cooperate, does choosing a hero change the level in terms of scenario, enigmas, etc.

You choose your hero at the beginning of each level. Choosing a different character over another can also open different paths and make the game easier/harder (for example, Poe can crawl in tight spaces and glide allowing to skip portions of each level, Tesla can activate electric machinery, etc).

Having different heroes cooperate is what we have planned for multiplayer mode (which we probably won't be able to squeeze in at release day unless we come across a huge sum of money or sumth).

- Is the game filled with references and trivia about all these famous characters ?

Yes.


I'm surprised at how good this game looks. So is a puzzle heavy game or more to action?

We are trying to find a good balance of the two.
    

what has rikard been up to in the past year or something

 December 04, 2013, 11:54:22 pm View in topic context
avatar  Posted by Rikard  in what has rikard been up to in the past year or something (Started by Rikard December 04, 2013, 11:54:22 pm
 Board: Gaming

OH NO, THEY DO COME BACK, IT'S TRUE

*ahem*

Hello guys you might remember me for making terrible KOF edits. What I bring you today is news about this little projects I've been working on with a small indie company. It's our first "big" project but I've had the chance to work with some wonderful people - they've been at events like Gamecity Nights and some even have been invited to hold guest lectures about our team, so I figured I'd pay them the courtesy back with a little advertising.


Anyway, here's a little info on the project: it's a 3d action platformer that calls back to old titles like Crash Bandicoot and Soul Reaver. The general idea is to follow the adventures of a young Nikola Tesla in his struggle to prevent Thomas Edison from taking over the world, all of this in a steampunk style. I'm currently working as the main character modeler/animator.

Game's name is The Steampunk League. Here's our teaser trailer, which shows a bit of how the game looks like.


The game has 4 planned playable characters (3 on launch, the 4th one either available at launch or released as a free update on a later date depending on time/money constraints), 5 planned worlds and a bunch of other stuff I can't write in since i'm terrible and didn't write this pitch in advance oh god why


You can find screenshots and more info on our indiedb page. We also have a website (which will get updated along the way), Facebook page, you know, the basics.

We'll be holding a presentation here in Italy this weekend to which I won't be able to attend to, so yeah, ask me anything since I'm bored.
    

Re: Maverik thread

 June 14, 2012, 12:25:39 am View in topic context
avatar  Posted by Rikard  in Maverik thread (Started by LM_MAVERIK June 09, 2012, 10:45:47 pm
 Board: Graphics

Welcome back.

Now onto feedback.

  • Ogre's anims are choppy, add more frames.
  • ... also check the alt palette, one of those colors is out of place.
  • You also might need a better alpha for his hair, I know it will make it a bitch to paletize but ATM you can see the individual hair planes, which makes it look like he's wearing one of these on his head.
  • King is nice, just add some micromovements on his hands and he's done. If you want me to nitpick, his mask texture could really use more contrast - right now it's kind of a messy blur.
  • Oh, and you might want to cut out that light you put next to the camera - King's right hand is projecting shadow onto his left hand, and Gogo's chain does the same onto her legs and torso. This makes the light source seem inconsistent - as if they have a spotlight pointing at them 24/7.
  • Armor King's stance might need to be redone though - not much wrong about the render (just the 'plastic' mask), it's just the animation that doesn't look right. Oh, and you got the contrast OK on this one.
  • Gogo kind of needs work - her hair planes have weird physics and clip with her shirt, her jacket material is shiny, her chain is extending in her hands between frames 1 and 8 (looks like some weird gravity going on), her skirt texture makes it look like a pair of pants, her left wrist is stiff (it shouldn't, considering she's holding quite a weight)... and worst offender of all, the chain in the left hand is not affected by physics at all!
  • Raijin's standing actually looks almost finished, just fix his scarf going through his drums ring and add a bit of clenching to his fists and he's done. Honestly, he doesn't need more movement (maybe some jiggle in his hair and some wind blowing through his scarves if you really want to add more)
  • Mokujin is nice, I think I have nothing to what is going on with his left ankle from frame 15 onwards
  • Kunimitsu's good as well.

By the way, let me explain my first point further: last time we talked I remember you saying you set up a frame limit for each attack (I don't exactly remember how many). In my opinion you should really rethink that since it makes your work look inconsistent. Just put Ogre's punches and King's stance next to each other and you'll see how: Ogre's moving his whole body with ample and exxaggerated motions, and that whole anim employs only 3 more frames than King's stance, who's just jumping around doing minor movement with his arms (22 against 19).
Cutting frames makes the anim look more dynamic, but there's a limit to everything.
    

Re: titiln reviews characters

 March 29, 2012, 06:35:24 pm View in topic context
avatar  Posted by Rikard  in titiln reviews characters (Started by Titiln March 22, 2012, 02:55:43 am
 Board: M.U.G.E.N Discussion

 :( you lost your touch on sarcastic reviewz i was expecting a gazillion brazillie points. Also thank you.
    

Re: titiln reviews characters

 March 29, 2012, 12:09:20 am View in topic context
avatar  Posted by Rikard  in titiln reviews characters (Started by Titiln March 22, 2012, 02:55:43 am
 Board: M.U.G.E.N Discussion

    

Re: titiln reviews characters

 March 28, 2012, 11:25:13 pm View in topic context
avatar  Posted by Rikard  in titiln reviews characters (Started by Titiln March 22, 2012, 02:55:43 am
 Board: M.U.G.E.N Discussion

HEY YO. Someone 10 years ago promised he'd review my stuff when he'd get back to his REVIEWING GROOVE.

well, that time has come, knock yourself out.







BTW, I miss DDM's sarcastic and rough style, so be as harsh as possible and give me tons of Brazillie points instead of this shitty x out of 10 crap kthxbai.
    

Re: LM_MAVERIK'S shit

 March 14, 2012, 02:59:29 pm View in topic context
avatar  Posted by Rikard  in LM_MAVERIK'S shit (Started by LM_MAVERIK February 02, 2012, 11:29:20 pm
 Board: Graphics

I think I figured out what your problem is with attack animations, they lack "impact" if you know what I mean. If not, let me explain it: when creating animations for fighting games (2D, 3D, sprites or polygons, doesn't matter), in order to give an animation more "impact". This is not a problem of animation speed but of actual frame rate. In order to improve the look of animations, it's common use to
  • increase the animation frames on starting and ending movements
  • reduce the actual swinging time so that it looks quick
Yoshi's attack (and the animations you showed me in that other thread) is lacking this, and it looks like he's just swinging the sword around with no real effort put into it.

It's kinda hard to explain without pictures, so I'll get you some examples:

As you can see here, Angel's kick animation has
  • 2 frames for startup
  • 1 single frame for the actual swing
  • Rest of the animation is dedicated to going back to stance
This makes the animation look quick and give it impact.

Another example, with more recent sprites:

Again,
  • 2 frames startup
  • 2 frames swing
  • Rest of anim is going back to stance

Even games that are frame-heavy with animations (Garou MOTW comes to mind) follow this startup-swing-cooldown to make attacks look impressive without exxagerating the movements. Heck, even 3D games do that, look at this Soul Calibur V video and check how attacks look like with the whole startup-swing-cooldown thing going on.
To get a similar effect it's not hard at all when working on 3D models, just move the keyframes around until you get something that looks visually impressive.





Oh, and give Asuka some finger movements during her jump animation.
    

Re: LM_MAVERIK'S shit

 March 12, 2012, 11:35:23 pm View in topic context
avatar  Posted by Rikard  in LM_MAVERIK'S shit (Started by LM_MAVERIK February 02, 2012, 11:29:20 pm
 Board: Graphics

Actually you can export your palettes to .ACT files and import them, and FF will not be able to do anything about it. (unless you're trying to make an SFF2.0, in which case I have no fucking clue how the damn thing works :\).
    

Re: LM_MAVERIK'S shit

 March 12, 2012, 09:08:49 pm View in topic context
avatar  Posted by Rikard  in LM_MAVERIK'S shit (Started by LM_MAVERIK February 02, 2012, 11:29:20 pm
 Board: Graphics

I get the impression that his head snaps into place in the last frames of the animation, you might want to smooth that part out a bit. While we're at it, more frames wouldn't hurt in this particular case. Compare your Unknown's and Asuka's stance and check how many frames you used for such a small movement. Yoshimitsu is moving around too much with not enough smoothness, it looks choppy at that particular frame rate you set the gif at (unless that's not the actual frame rate, at this point I'd love to see how it looks in-game).

The UVs of armguards, shoulderpads and greaves look stretched out a bit, look at how crisp his chest and crotch armor look and how pixelated the rest of his armor is. Can I get a render with a checker texture so we can sort it out? Oh, and his crotch armor is standing still at an intriguing 15° angle, his left leg clips right through it, but I don't think there's much you can do about it unless you want to rerig everything.


By the way, I'm afraid that keeping so many colors on the character will result in the thing turning into a pixelated mess when you go for color reduction. On character with a less wide color scheme like Asuka or Unknown it's not as pronounced, but here you can really see how colors bleed on each other (look at those golden pixels on Yoshi's left leg in frames 1 and 2) and general color loss (those pants are a mess :( ). I suggest you to change the texture colors a bit so that, even if it's not accurate to the design, it will make the sprite look better when you render it. My suggestions:
  • The blade of the sword uses too many colors on its own, you might share them with skull on his belt. The golden part on the hilt might share colors with the golden parts on the armor.
  • Do you really need two different shades of white? I mean his white glove and his sword hilt. Just use the same shade for both and you'll save yourself at least 8-10 colors you can use somewhere else. Trust me, it's not noticeable unless you purposely look for it.
  • About his belt, use the same colors as the circle thing on his back, just shaded differently so that it looks like a different material.
  • On a second thought, the color on the grey part of his armor might look better for both of said parts. Just give it a few tries and see what works best.

I know Yoshimitsu is one of the most colorful characters with a flamboyant color scheme, but since you're evidently going for a "similar" design to his TTT2 counterpart and not for a 100% accurate representation, you shouldn't sacrifice sprite quality.





Oh, and extra feedback I didn't notice last time: Asuka's hair texture might need some highlights, and her eyes have a weird yellowish tint that makes them look almost green and not hazelnut.
    

Re: Artchell's Sprites + Abe W.I.P.

 March 03, 2012, 02:26:35 pm View in topic context
avatar  Posted by Rikard  in Artchell's work (Started by Artchell September 21, 2011, 10:56:35 am
 Board: Graphics

Abe's movements themselves look good enough, but the stance is honestly terrible. It doesn't look like a breathing anim, which I suppose it's what you were going for - it looks like his torso is going up and down by itself as if it's sliding over the legs. Give him some chest expansion and dampen the torso movement, for starters - or, if you want to keep that, give him some knee movement.
Oh, and THE HAIR IS ALIVE WITH THE SOUND OF MUSIC
Take a look at characters that have a breathing animation for a reference.

About the rock throw, give him some feet movement - at the moment it looks like he's glued on the ground - and redraw his head during the anim, don't just copypaste it.

Lightsource is inconsistent on all anims. Just look at the legs, and look at CvS characters for reference (picked them up as an example since the shading is similar). I'd help you point that out but I'm currently busy.

Oh, and might I suggest adding 1 more shade of color on the skin to give it more depth?
    

Re: Nathan Graves

 March 03, 2012, 02:15:39 pm View in topic context
avatar  Posted by Rikard  in SolBlazer sprito work (Started by Lazy Blazer October 08, 2009, 07:25:01 am
 Board: Graphics

I used to know a guy who would have needed your help some time ago. gj.

btw how about adding 1-2 pixels of hair movement?
    

Re: Re: LM_MAVERIK'S shit

 February 27, 2012, 05:37:28 pm View in topic context
avatar  Posted by Rikard  in RIKARD & LM_MAVERIK (Started by Rikard February 26, 2012, 05:53:48 pm
 Board: Graphics

    

Re: Re: LM_MAVERIK'S shit

 February 27, 2012, 10:35:30 am View in topic context
avatar  Posted by Rikard  in RIKARD & LM_MAVERIK (Started by Rikard February 26, 2012, 05:53:48 pm
 Board: Graphics

Hang on a sec, did they change FF while I was away? Because last time I checked the darn thing was terrible for handling spritework.

You'd better use something else to manage your palettes if that's not the case.
    

Re: Re: LM_MAVERIK'S shit

 February 27, 2012, 09:59:35 am View in topic context
avatar  Posted by Rikard  in RIKARD & LM_MAVERIK (Started by Rikard February 26, 2012, 05:53:48 pm
 Board: Graphics

Animation purpose as in a showreel animation, not for an actual short movie.

And well, you want your stuff to look the best or to look half-assed? If I had a dime every time I had to start over because of someone's oversight I would have spended all them all in cachet right now.
Just rig the tongue to the foot bone, import the animation over the new model, rerender. You don't even have to add new bones for that part, keep the whole thing straight. Even if it clips through in some animations it's not going to be as noticeable and bad looking as the whole thing stretching over the ankle every time your character does something.
    

Re: Re: LM_MAVERIK'S shit

 February 27, 2012, 09:37:29 am View in topic context
avatar  Posted by Rikard  in RIKARD & LM_MAVERIK (Started by Rikard February 26, 2012, 05:53:48 pm
 Board: Graphics

Given that the model was intended for animation use and not video game use I could have used other materials. And well, I'm probably not top of the class as you would be, pal, so I have to start somewhere.

Anyway, you going to give that poor guy some shoe tongues or not?
    

Re: Re: LM_MAVERIK'S shit

 February 27, 2012, 09:19:50 am View in topic context
avatar  Posted by Rikard  in RIKARD & LM_MAVERIK (Started by Rikard February 26, 2012, 05:53:48 pm
 Board: Graphics

Because I never had a chance to finish it due to getting hired. Got so far as to start the setup (blendshapes are in, for example, but I never was able to finish the face GUI, and I had to move the bones manually to get it into that pose.... Yup, no working controls) before having to put it aside, I still carry it around in a pen drive and occasionally work on it.
Oh, and the materials were shit, I used Phong on everything.

That soldier model was to be made under very specific conditions (polycount < 2000, and it turned out I should have trimmed that further). Some stuff was even unnecessary (hands for example) but I was asked to leave them in. Think it looks bad? Try seeing it as the 2inch tall unit it was meant to be.
If you want to check I have other stuff on that root site, but it's either stuff I've done ages ago in my classes or already outdated.

Oh and in case you haven't read the above, I do have a job why thank you.

    

Re: Re: LM_MAVERIK'S shit

 February 27, 2012, 08:59:26 am View in topic context
avatar  Posted by Rikard  in RIKARD & LM_MAVERIK (Started by Rikard February 26, 2012, 05:53:48 pm
 Board: Graphics

I do have a portfolio but this is the only decent thing that ever came out of it, and it's not even the finished version (you can look at that one in the link I gave on that page). The other stuff is not worth calling home as I've come a long way from that.

Also, untrustful, aren't ya? I'll whip out more renders of that old thing once I get to work if you really are that interested.