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Author Topic: ototperks dingus inc [the relic...]  (Read 32278 times)

more tings



welcome to variety hour where we have misleading titles for subtle comedic effect get it we're a self-satire i hate this show

oddly enough these are two distant days but they both had very similar content on the same piece of paper that i randomly chose to go on the back of for another day
« Last Edit: May 23, 2015, 03:51:00 AM by otto-san »

working on stuff
http://youtu.be/6ahYQ2lc5Xs
obv luigi is placeholder

unity's animation and sprite systems are pretty cool. wish i had chosen a better sprite sheet but o wel. the camera controller is a bit off from what i was looking for, but it achieves the same thing in the end i suppose


hey I don't blame her for that reaction


hey I don't blame her for that reaction
i wouldn't blame anyone for reacting like that after what she saw



line-arted one of the vivian sketches. colours are wip and it needs to be shaded but it turned out OK otherwise ignoring some issues with the drawing itself


i wouldn't blame anyone for reacting like that after what she saw
which so happened to be you

idk wat ur talkin about bucko


tried to shade the vivian lineart



considering it's my first time trying to shade with flash i guess i'm okay with it but i'm defo gonna have to practise a bit and figure things out better

including just the logic behind shading lol but at least i'm doing something

your OC is super cool imo

working on stuff. implemented a simple simplex noise terrain generator in unity that works p quickly and gives p nice results

now i just have to figure out the best way to make this work better for a game map that requires a lot of continuous water




guess i should probably go more so for "islands" than "continents" on a smaller map scale like this

edit: made it look a bit prettier


edit: added a mask which will apply a gradient to the values based on their distance from the centre of the map, either from the centre or from the edges.
this is the same map with the mask applied from the edges (left) and from the centre (right) tending toward -0.2 with sea level at 0 (noise output ranges from -1 to 1)


obv works the other way around too; you can make it tend towards higher values. tending toward 0.2 with sea level at 0:


OH GOD IT'S LITERALLY BEEN A WEEK SINCE I LAST DREW ANYTHING WTF AM I DOING :[
« Last Edit: June 04, 2015, 05:37:37 PM by otto-san »


you drew islands
that's right i placed every single pixel with my commodore 64



some drawings i guess from days idk

(don't mind ms tinyleftarms, i was aware of how dumb it looked as i was drawing it but i figured "w/e" which is a pretty compelling argument if i do say so myself)


« Last Edit: June 05, 2015, 08:06:59 PM by otto-san »

JEESUS i just found a bunch of arts from years ago in art class and they're actually not too bad i guess?








made a separate world grid that generates from the terrain map, which will be where actual game function occurs

« Last Edit: June 06, 2015, 09:29:28 PM by otto-san »



oops triple post HAHA!!!

hey ottoman idk if ur tskign requests but I might (MIGHT!!!!!) reop you if you drew something splatoon related.......