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SpanielDayLewis1

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About SpanielDayLewis1

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    A Pile of Kittens

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    http://tomgran.blogspot.com
  1. Hey you guys. So for the last few months I've been working on Ace Discovery, a pilot for an animated webseries for Frederator Studios (makers of Dexters Lab, Adventure Time and other neat stuff). It's finally gone online and now I'm trying to promote the heck out of it so we can persuade them to commission some more episodes. If you could check it out and possibly spread it around I would be eternally grateful. It follows Ace Discovery, a washed-up alcoholic celebrity space explorer and his man-child cabin boy/number 1 fan Cracker Jack. Not exactly NSFW but not entirely SFW either.
  2. Personally I find games that clearly separate the puzzles to be really dull. There's exceptions of course but really I think the puzzles in an adventure game should be there to encourage exploration, tell the story and to be funny or entertaining. I'm not really interested in the puzzles for the sake of gameplay, it's more just a way to guide the player through the experience.
  3. I'm not a huge fan of the way they've redesigned George's face but I think the cel shaded 3D works really well for the most part. It looks a bit crummy in the close up shots but the wider shots look great and the lighting and high quality animation really help. I'm pretty excited.
  4. Man, I've always been a huge fan of Peter Chan's art and it's nice to know that he's also the coolest guy in the world.
  5. I don't really have any problem with the documentary except that we have no idea when to expect them. I just want 2PP to show up, say "hey guys, next episode is coming out on x date" and then stick to it. I don't care if the date they give is two or three months away, I can deal with waiting, I just want some accurate information so I don't have to keep coming and checking and getting my hopes up multiple times a week.
  6. I can try to explain So as you can see in the attachment is a quick illustration of how a cube would look in a 3D program, (colorcoded for simplicity). And while we are at it notice how the axes are relative in the object as well; So if someone suggest to rotate the box in Z they are suggesting around it's pivot (center of rotation) relative to how they see the object. This means either tilting it towards the left or the right. because usually that means rotating around the Z axis. In a nerdy sense most pole dancers are rotating around the Y axis. If you are watching someone on a swing set from the side they are rotating in Z based on your point of view, however if you were to push someone on a swing they would be rotating in X based on your POV. X and Z directions can be anything because you don't know what's angle you are seeing something from in 3D space, but to make it a lot easier we speak of these directions, (if not clearly established,) in relation to the camera or Point Of View. Hope that helps Thanks for the answer but I was asking about something else I understand that the situation you presented is typical in 2D games: XY is the plane of the screen, Z axis going out of the screen is depth. My question is: why do it like this? Is it somehow more convenient? Is it because of historical reasons? I guess a more natural coordinate system would be to have Z as vertical, X as horizontal and positive Y going inside the scene as depth, and to call the plane of the screen XZ, like in this image Apparently Z=depth is natural for everyone in this thread and I'm just curious why. I don't understand why it makes sense for Z to be vertical. Aren't these labels just completely arbitrary? They could just as well be named A, B and C; H, R and F or John, Hank and Charlie.
  7. I can try to explain So as you can see in the attachment is a quick illustration of how a cube would look in a 3D program, (colorcoded for simplicity). And while we are at it notice how the axes are relative in the object as well; So if someone suggest to rotate the box in Z they are suggesting around it's pivot (center of rotation) relative to how they see the object. This means either tilting it towards the left or the right. because usually that means rotating around the Z axis. In a nerdy sense most pole dancers are rotating around the Y axis. If you are watching someone on a swing set from the side they are rotating in Z based on your point of view, however if you were to push someone on a swing they would be rotating in X based on your POV. X and Z directions can be anything because you don't know what's angle you are seeing something from in 3D space, but to make it a lot easier we speak of these directions, (if not clearly established,) in relation to the camera or Point Of View. Hope that helps Thanks for the answer but I was asking about something else I understand that the situation you presented is typical in 2D games: XY is the plane of the screen, Z axis going out of the screen is depth. My question is: why do it like this? Is it somehow more convenient? Is it because of historical reasons? I guess a more natural coordinate system would be to have Z as vertical, X as horizontal and positive Y going inside the scene as depth, and to call the plane of the screen XZ, like in this image Apparently Z=depth is natural for everyone in this thread and I'm just curious why. I don't understand why it makes sense for Z to be vertical. Aren't these labels just completely arbitrary? They could just as well be named A, B and C; H, R and F or John, Hank and Charlie.
  8. How about a giant factory where they build planets and send them off into the universe.
  9. How about a giant factory where they build planets and send them off into the universe.
  10. That's sounds like a pretty amazing place. If they don't use this idea I might pilfer it.
  11. That's sounds like a pretty amazing place. If they don't use this idea I might pilfer it.
  12. I like this idea. One of my favourite things in any game ever is the alleyway at the beginning of Broken Sword where, while looking for clues, you can attempt to climb a drainpipe and break it and can take the lid off a bin only to be spooked by a stray cat. I think useless interactions can make a game world feel a lot richer.
  13. Yeah I guess having a toggle button would make sense on a touch interface.
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