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Showing content with the highest reputation on 10/27/2025 in all areas

  1. Link to the Reddit post. Lou Catanzaro helped found Blue Fang Games as the company's Studio Art Director and UX Designer. Tomorrow, he'll be taking questions from commentors who can ask him just about anything. If you're unsure of what you'd want to ask Lou, now's a good time to start generating questions!
    4 points
  2. The rotations (at least how I know them in game development) were all done in blender by aligning the camera with the game's orthographic grid. I think, for me anyway, all of the difficulty is in Blender due to all of the lighting, rendering, 3D animations, texturing, orthographic rotations (in 3D space), scene switching, masking, particle simulations (smoke effects, water, etc), materials, etc--especially if trying to match the original game it's a lot of trial and error. Once I get to Zoot and configuration, it means the project is pretty much ready, so I try not to worry about those steps until the end, and only if I get stuck.
    1 point
  3. Do what the slow way? Edit: I see now. I was just saying that I was testing the rendered sprites on a game backdrop to see how they all fit together. I'm not worried about Zoot or configuration yet. #TrustTheProcess
    1 point
  4. Looks like I made a mistake in the previous gate render because it was stretched out too wide. Here's a more accurate scale: Not ingame yet but I wanted to test the pieces and make sure they aligned correctly. We're getting close!
    1 point
  5. 1 point
  6. I'm back! Anyways, some sneak peeks here for what I got. Honestly wasn't even trying to make anything nice. Just happened on a whim, really. Stay tuned!
    1 point
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