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Topics - DarkStar

Pages: [1] 2 3 4 5
1
Creativity / Minecraft Animation: Snow Golem
« on: December 23, 2011, 06:32:33 PM »
I was thinking whether or not to post this, because I've gotten a bit bored with blockland and I have a large audience now. Although I don't think I'll ever leave this community, I know I don't post much but I do read the forums and occasionally I go on and play. I got started here so I really don't wanna abandon this place. Anyway here's the video :D

http://www.youtube.com/watch?v=1clj9BqrDSk
(Oh yeah I got a machinima director contract too, so if anybody has any questions about it I can answer them)

2
Creativity / 11 - Minecraft based animation.
« on: October 27, 2011, 04:52:49 PM »
http://www.youtube.com/watch?v=XD8ZNaRNX80

So if you don't know, you can find a music disc in minecraft tagged "11" which plays creepy sound effects of a guy down in a cave. So I just took that and animated a story to it. The story is of a man who's using some sort of tracking device to get closer to you know who. (not voldemort, silly)

The video quality is pretty bad for some reason, I don't know if it'll get better but you should watch in 720p anyways :)

3
Games / Idea for a different spellcaster game.
« on: August 29, 2011, 01:46:32 PM »
Before I say anything, I know this might seem a little like Magicka but I've been thinking about this game since before I even heard of Magicka, it's just I haven't taken it seriously until now. I don't know if this concept has been used before too, so if I seem like I'm ripping something off let me know. This is only an idea for now.

So the premise of this game, is that you're a spellcaster that can conjure up a combination of spells (this is why I said like Magicka) BUT WAIT, instead of conjuring up different elements, my idea is that you draw certain shapes with your mouse, which react in different ways and create different spells using this dark energy you possess. So kind of like Skate, where you flick the brown townog stick to do tricks, but instead of drawing certain combinations of shapes to create a spell, each shape will react in it's own way. For example, you're running around in your character in 3rd person, you hold tab and it brings up a cursor (you can no longer turn to look around, except maybe with Q and E). You draw a short line on the left of your screen, a short line on the right and an X in the middle. The two lines at the sides fire short bolts of energy in each direction, and the X will create 2 bolts that circle or cross each other while firing down the middle.

So the game will detect what shapes you've made, and create spells according to that. Now obviously there will have to be limitations on how many lines can be drawn at a time, or how long the lines can be. My suggestion is that there is a mana bar, which drains as you draw, but as soon as you fire it refills really quickly (but not instantly).

Now, you might think this might be spammable, but drawing complex combinations of shapes takes a little while, and takes a little practice to do it fast. You might also be thinking that it's going to be super annoying drawing this stuff over and over again. My idea is that the player has several slots at the bottom which can be filled with spells, but can only be used once at a time. Although I know that this might be spammable if a player just fills all those slots with a powerful spell and uses that a few times as soon as he/she enters battle, but maybe a reload time could be initiated to all the slots once a spell there has been used, although I would really like to stay away from that. The player wouldn't have too many slots, so he/she would have to use the spells wisely, and also the spells wouldn't get TOO powerfull because remember, there's a limit to how much you can draw and conjure up.

Also, the player would have 2 small active spells that he/she can conjure up and assign to either left click or right click, and can use these quickly in battle so that they don't have to be drawn over and over. And the mana bar would prevent these from being spammed.

The point of this game is to make the player feel like he is really in control of this dark aura, and can do whatever he/she pleases to, rather than having your average skills assigned to hotkeys. So maybe you can choose different modes that you can conjure in. You can choose an attack mode, and conjure spells that you can attack with, or maybe a defense mode or a control mode in which you move certain objects or lift yourself.

The reason I'm posting this here is I wanna know if anybody is interested in this, or if you think this is achievable in some way. Keep in mind I'm a 3d artist so if anybody who can program is interested in making something along the lines of this, tell me.

tl;dr - My idea for a game is that you are a sorcerer that can manipulate a form of energy by drawing certain shapes and having them react differently to create different spells. Read the whole thing if one of your eyebrows raised.

4
Forum Games / Space Talk (Animated Series)
« on: August 01, 2011, 04:01:34 PM »


So a while ago Swholli and I made a little short about 2 lego guys floating around in space and talking about Wavy Lays (you can see it here). I had a lego man rig that I wanted to try out for a short, that's why I didn't use blockheads. Although recently we decided we should continue these as a series, but with blockhead characters. We wanna carry on the idea of these two characters just chatting about nonsense in space but make it a little more interesting. For example we want to have them visit different places in the universe and go on crazy adventures perhaps. Last time all I did for the animation was animate them waving their arms and just loop the clips, but I've learned much more since then.

I'm posting here though because we can't do this alone, and if anybody is interested in helping just post here or pm us. Some of the positions we are looking to fill are writers, voice actors, modelers and animators. Everything else (such as rendering and editing) me and Swholli got covered.

If you wanna apply for voice acting or writing, just pm either me or Swholli on the forum and we'll tell you further details. If you wish to apply for something like modeling or animating, just post or pm us a picture or video of models or animations you've made. I know we have TONS of modelers on this forum, but not too many animators. If you've done 2D animation in the past and you think you wanna try out for 3D by all means do it, because it'll be much easier for you to grasp it. If you haven't done any animation in the past but you still wanna apply, you're welcome to. I can teach anybody who really wishes to get into animation and help us out, because we really need more animators.

So yeah, I think this would be really awesome if we could actually organize a team of people, and we would get much more content out much more quickly. Also, I know a lot of people on this forum are great modelers but there's no guarantee you'll get a spot as a modeler just because you're good, because I don't wanna have 20 modelers and like 2 animators. We should have a balanced number of positions here. If you're applying for modeler though, just give us/post here your best models, don't spam and post your entire collection lol. It's quality over quantity here.

5
Modification Help / Player model node names
« on: March 21, 2011, 10:10:36 PM »
So me and Iban are trying to make a zombie tank for his ZAPT mod but one that you can re-colour the different body parts. I tried making my own RShoe and LShoe and LArm bones and then parenting the different mesh parts to those bones but every time we try to call up the bone in-game it just says it could not find it.

I opened up the minifig in ms3d and torque showtool pro to look at the node names and tried naming them exactly the same as they are there but it's no use. In showtool there appears to be a pretty complicated hierarchy, but I don't think I need to mimic it exactly, do I?

6
Creativity / Magician (Animated short)
« on: March 19, 2011, 07:10:53 PM »


A mini short film I made for my school's film festival that's coming up.
I made the characters, props and everything else. The only thing I didn't make would be the old man's head(not shown in pic), but I edited it and put in my own eyes.
Was pretty fun to make :3 Took me about a week.

http://www.youtube.com/watch?v=omSdBQjvVwE

7
Modification Help / Eyepoint Rotation
« on: January 24, 2011, 05:51:32 PM »
I'm looking for a way to animate the eye point on a player type to rotate when you look in first person. I can make it bounce up and down for example, but I can't make it so it takes over the player's view and rotates it somewhere. Is there any way of doing this?

8
General Discussion / Zombies (Unfinished animated short)
« on: November 12, 2010, 11:26:25 PM »
So here's the full story:

For the past while I'm been trying to get myself to work on this zombie short, but I've also been working on new rigs in the new version of blender. I also got an animated short planned for my school's film festival, and I'm working on that. But I started the zombie short a while ago, in an older version of blender and an older version of the rigs. When I try and work on the zombie short, I just don't feel motivated, but If I try and work on the new stuff, I know that I have to finish the zombie short at the back of my mind, and I end up doing nothing. So what I've decided is let this project go, post what I have and just move on. I'm going to work on a small concept trailer for blockland, this time I'll plan everything out so it's not too much work. The animation should be much much better than this, since I'm going to make a brand new minifig rig.
This mainly happened because of the interference of AAW2(visit our youtube page to see it).

Anyways here's link:
LINK

Credits:
Animated by DarkStar
Voices by Swholli
Sound effects by Gen. 62

Gun models by (sorry your models weren't really in this short, since I was saving them for the end, but thanks for contributing anyways)
Yndaaa and Racer

Spider model by Army Unit

9
Forum Games / Away At War 2: 3001 Movie [Released]
« on: September 01, 2010, 09:33:48 PM »
So what if it took 2 years



Summary:
Away at war 2 is a half animated/half machinima movie, about aliens coming down to earth and imprisoning people to work for them. Captain Rex and Peter (along with a sidekick robot) are chosen to help investigate this, and on the way get shot down. They land on an island, and get captured by the aliens there. From there, they find a way out and are off to stop the aliens, since everybody else outside the prisons don't know what's actually going on.

Runtime is 45 min.

Yes this is a sequel to the first Away at war but it has almost nothing to do with it. So you don't have to watch the first one.

More info:
We started this in 2008, while we were still working on our last movie Time Warp. At first I didn't know blender at all, and we started making it just like we made all the other movies. It was sloppy, and the sets we're terrible. We stopped for a while, and I was learning blender. Once I got pretty good at it, I started using recorded footage with animated footage to make stuff that wasn't possible in-game. I started getting even better and better at that, when eventually I started redoing more and more scenes to make them better. We eventually ended up redoing the whole movie, and somewhat changing the plot. This is why this movie took so long, it was mainly experimenting and I was unprepared for something like this. From now on our movies will be planned much better and hopefully won't take this long. Although I'm a slacker so probably not.


(click for full size)





Visit the webpage here





(Only if you want the actual file, otherwise you should just watch on YouTube.) WMV Format


(If you can't watch on YouTube.)

Teaser Trailer

Trailer


Created by:
DarkStar and Comm. Flathead

Voice acting by:
Swholli

Additional Voice Acting:
DarkStar
General 62
IcyGamma

Starring:
Zenloth
Kopaka
Scooler
Grif
Tactic Gamer
Tyrone
Lil Nick
Sneeze23
OORick
Slugger
General 62
Bogo
Stealth Hero
Lt.BunBun
Metalninjamario
Grumpy
Clone
Lonewolf167
Bostik
Daffy
Adragon
Tucker
Plasma
Kerog
Roscoro
Jungle Ranger
Nightelf21
Bostik
Penguin/Person
Penguin Man
Hellboy
SuperNova
SnowX7
Bob The Gigglemaestro
BloodReg
Cyanian
Hardy619
Sappy
Er Mu
Alphadin
Apollo
Bithead9
ReeceNitro
Lt. Vic
Subzero
CheeseDragon
Kerog
Sunday13
Jellypuddle
Pokemonrocks
Kommando
Kapitol
Ratchet72
Kommando
Solid Brick(SB)
El Dorito
B1AK3
Iownu424
Ill Nino
NickTheSushi
Tom Gunn
Hunter Killer
D3aths0ul
Shadow 5435
Jouatt
Add Man
Hydrogen
Reggie
Jorici
Drewfus
War10
Rex The Hedgehog
Drunkey Monkey
Kevmp1198
Commander Nick
Excalibur
Dyath
Agent Ryan
Peanut3567
Mr.LolHaX
Antares
Banhammer
Selfgraphic
Bodie
Father Corn
the black knight 108
RCburner
Joey5
Commander Nicholas
NASAboy3000
[Ghost]
Manty
ak47 dude
Hemculies
Unkown Spartan
Vlar
Legolasruels
Darkeh
LinkBlu
RIOT
sir guy
RectorCore
Mikery77
Mckools
Ryan R2D4
Castro
Kristian
Stealthy Meatloaf
Snick73
Nomble Wren
arctic9blox
Skyra
Danbro
Ark5
redman

Add-Ons:
Most of them we're private custom add-ons but here's some that weren't.

Alien blaster by Ladios
FROG by Azerath
Falcon by Gikon
JVS Doors by Trader and Kaje
PhyDoors by Phydeoux
Scanner Prints by ZSNO

Recorded with fraps

Music:
Hero - Neu!
Brandxmusic.net
Pro Scores from Video Copilot

Edited with Sony Vegas 8 and After Effects

Animated with Blender

If I missed anything or anybody I'm sorry, just pm me and I'll add you.


Behind the scenes

10
Modification Help / Non-turning wheels for Segway.
« on: July 22, 2010, 03:37:31 PM »
I'm working on a segway vehicle and I'm having trouble keeping the wheels from turning but have the actual vehicle turn when driving. If I make the maxSteeringAngle = 0; then i can't turn at all, and if i leave it the wheels turn when i'm driving and it just looks weird on the segway.
I tried making the front wheels empty wheels, and the back wheels the segway wheels and then putting the mounts on top of each other but then the wheels get screwed up. I also tried making 4 invisible wheels at the front and at the back, and then 2 segway wheels in the middle but the segway wheels for some reason turn even though they weren't hub0 and hub1.

Any help on how to make the vehicle turn but have the wheels stay put?

11
Gallery / The Doors of Perception [Machinima]
« on: May 26, 2010, 10:30:14 PM »


Just short machinima me and Zenloth made over the course of 5 days. Not supposed to make full sense since it was kind of rushed  :cookieMonster:
The aircraft carrier scene was a scene from one of our very first movies, hammerhead, if you're wondering. If I forgot you in the credits please pm me and I'll add you through annotations.

(btw the whole reference to the band thing came after we thought of the story, not before. lol.)

Watch it here:

http://www.youtube.com/watch?v=BNWaaxeeHTc

12
Creativity / New Year's Wallpaper
« on: December 31, 2009, 10:26:35 PM »
Just wallpaper I made with blender, which consists of almost all the BEE members. Use it if you like.
People in wallpaper(from left to right): Swholli, Shortcut, Gaz, Metalninjamario, Bogo, Lt.BunBun, DarkStar, Lil Nick, Subzero, Comm. Flathead, Grif, Daffy, OORick100, Slugger, Superyoshibro, Tacticgamer, Zenloth.

Happy New Year  :cookieMonster:



Resolutions:
800x600
1024x768
1280x1024
1440x900
1600x1200
1920x1200

Click here for more wallpapers on our site

13
Help / CPU Usage
« on: December 15, 2009, 11:19:12 PM »
Ok this is pissing me off, on my brand new computer I'm getting about 8 fps at 10k bricks. But its not whenever I look at the bricks it lags, it lags like that ALL the time. Then I noticed that blockland is only using 10% of my CPU, and it simply will not go higher. Is windows preventing it from using more therefore the game lagging? And is there a way to turn this off? I googled but I didn't find any answers of people having the same problem, just things that can limit processes from using too much CPU.

I got 6gb of RAM and 4 2.67ghz processors. So I don't know why it should be lagging this much, even my old computer was doing better than this.

14
Off Topic / Windows 7 CPU Usage.
« on: December 15, 2009, 11:15:10 PM »
Ok this is pissing me off, on my brand new computer I'm getting about 8 fps at 10k bricks. But its not whenever I look at the bricks it lags, it lags like that ALL the time. Then I noticed that blockland is only using 10% of my CPU, and it simply will not go higher. Is windows preventing it from using more therefore the game lagging? And is there a way to turn this off? I googled but I didn't find any answers of people having the same problem, just things that can limit processes from using too much CPU.

I got 6gb of RAM and 4 2.67ghz processors. So I don't know why it should be lagging this much, even my old computer was doing better than this.

15
Off Topic / New Site :D
« on: November 25, 2009, 09:47:13 PM »

Well as probably most of you didn't know/cared, BEE had a site. But It was crap cause I just copied and pasted into a notepad file. I made a new more interactive (and attractive) one using joomla this time, and I'm hoping to spread the popularity (not just to blocklanders) and get the site more active. Cause now posting news is way easier, and I'm going to have other people post news aswell.

You can check it out here:
www.blockeyeentertainment.com

Yes I know it redirects you to /joomla

If you have any suggestions on how I can make it better, post here.

edit: I might be clearing the forum soon, because there's a lot of spam on it from thesame 3 guys.

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