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Finally finished Death Battle's Link vs Cloud match on ScrewAttack. This is my first ever fully 3d animation. Yes its a bit rough but I had a strict deadline to keep. Most of the animation was made in a week. Let me know what you think.
Its out now. Watch it.
Anyone watch the Death Battle series on ScrewAttack? Their ideas and presentation are great, but they needed better sprite animation. I'm taking over that position. Already got one episode done.
For those unaware, the character analysis and closing section are Ben and Chad's work, the original Death Battle material. My work is the sprite fight in between all that.
Check it out, I hope I may surprise some of you more jaded types that leer at sprite animation.
So, see it here, on ScrewAttack:
Since I can't embed those kinds of videos, here's the trailer as seen on Youtube.
Can you believe I made this in a week? Neither can I.
It is time. We are ready to present this publicly. I have a video presentation to introduce Helix to everyone. Please visit the website too, there's a lot more information.
We are looking for anyone who can help with skills in Java, OpenGL, OpenAL, or anything related to 3d math or graphics.
You may just be interested in the articles describing Helix and the theory behind it.
Helix Google Code Site
For those who enjoyed my ending to the second Castle Collab, here's a standalone video version on Youtube for convenience. There's no audio desync with this and you can always download it and scan through it as you like, since you can't get enough of me and my greatness.
Here it is.
Discuss. Yep I had to say that.
Behold my appropriateness.
Nintendo's upcoming great game features ahhabla bhalb habalb blhalhlahbabla. And much more.
For those who believe I make no progress.
After endless experimentation, practice, and figuring out a structure for the creation process, I've settled on a large scale and elaborate methodology for the creation of NASF 2. I will be able to work in full 3d, animate with full freedom, and create absolutely anything the movie demands. Its been tough, its been frustrating to the point of lunacy, and the lack of any solid progress has made me look flakier than a snowman with dandruff. But as I've said many a time, I'm always working, still experimenting, blah blah hurble gurble blah. Now, NOW, I'm making real progress.
To start things off, seen below is a prototype of the first area to be seen in the trailer.
One of these days I'll make a list of the crazy things I'm doing with the movie using the techniques I've practiced. Some of these are:
-Sprites all are lit dynamically. As in, no static shading. They are actually shaded according to the lighting arrangement and colors in the environment.
-No more lousy mugen effects in glaring repetition (as seen everywhere). I will be doing lots of custom visuals, things that repeat AND are dynamic to the action (action sensitive dust and smoke, particles/debris that interact with the scene, etc)
-Custom character sprites and animation. Lots of hand drawn animation, as well as rigs and setups for more complex character animation.
-The whole movie is created as if it were a real (though fictitious) video game. The movie has a "combat system". is organized in eight "stages", and features all kinds of re imagined classic video game elements in a mixed up frenzy of nostalgic madness. All of this is designed in the vein of the 90s era video game aesthetic.
I've been learning and practicing so much I don't think I could even cover all of the awesome things I'm doing for this movie. Its going to be a ridiculously larger scale project than the clumsily made first NASF. Bigger cast, enormous and diversely biomed world, crazy action, remastered classic VG music for the soundtrack, and the whole movie will probably be quite long. 20 minutes at the least. Pretty poor (and short) estimate though.
I'll be back soon with more stuff to show.