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| Megas Robo; Let's continue | |
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| Tweet Topic Started: Jan 21 2008, 09:07 PM (4,866 Views) | |
| techwizrd | Jan 21 2008, 09:07 PM Post #1 |
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Magister ex Machina
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I think we should continue Megas Robo, and not let it drop. Requirements for Developers: Spoiler: click to toggle What we need: Spoiler: click to toggle If the developers could join the Megas Robo joinable group, we could all schedule an appropriate meeting time to discuss our plans for the game as well as finalize storylines and whatever else we deem neccesary. It is time, for us to begin developing for real. This means no more throwing up ideas and arguing over the pontentials of each. It is time for decisive action and actual work. Bluedevs has existed for over year and is quickly approaching the 1.5 year mark. Can we justify that we did something usefull as a development team? Not yet. But, with some time and effort, we can make that happen. We can turn bluedevs from a group of friends just chatting online to a real team that people can recognize and acknowledge as a bunch of intelligent, productive individuals. So, let's get started shall we? |
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| BobTheFerret | Jan 21 2008, 09:15 PM Post #2 |
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It's The End Of The World As We Know It
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Hm... Sure. Oh, I've always spelled it Mechas Robo, not Megas... I think Mechas sounds better, eh. |
| It is dark. You are likely to be eaten by a grue. | |
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| techwizrd | Jan 22 2008, 06:56 PM Post #3 |
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Magister ex Machina
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You do realize Megas Robo is Latin right? |
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| BobTheFerret | Jan 22 2008, 07:10 PM Post #4 |
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It's The End Of The World As We Know It
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Not actually. Mechas still sounds better. (And I don't believe that 'robo' is Latin; the term "robot" comes from "robota", or 'hard work' in Slovak - no Latin root at all.) Edited by BobTheFerret, Jan 22 2008, 07:46 PM.
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| It is dark. You are likely to be eaten by a grue. | |
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| techwizrd | Jan 23 2008, 05:58 PM Post #5 |
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Magister ex Machina
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It does come from Slovakian 'robot'. Anyway, the name doesn't matter the content does. |
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| techwizrd | Jan 26 2008, 01:23 AM Post #6 |
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Magister ex Machina
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Okay. Hopefully, there will be some new rejuvenated interest in the project. I personally think this game would look great if we could fine tune toon shading and have anime-like characters, as they seem to show a lot of emotion as well as a laid back style to our modeling. It would probably be alot easier to model too... I am going to get started modeling our character as well as a few mechs... |
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| MushroomDude | Jan 31 2008, 07:20 PM Post #7 |
Not Lurking
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Ok. You do that. |
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| techwizrd | Jan 31 2008, 07:53 PM Post #8 |
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Magister ex Machina
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RAWR. Why the condescending post? Eh? |
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| MushroomDude | Feb 3 2008, 08:31 PM Post #9 |
Not Lurking
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Because all you had last time was the image of that one mech and a couple concepts... I think you should show us something before referring to your modelling as 'laid back'... Besides, if your modelling is 'laid-back', the mesh will be very messy. |
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| techwizrd | Feb 4 2008, 06:34 PM Post #10 |
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Magister ex Machina
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Ye be right in that aspect. We didn't have much. We were heavy into discussing storylines. I am going to be churning out some mech models, I just need to fix them. The meshes have gotten very messy as a result to my constant use of subdivide and fractal. BTW, I don't mean cute toon shading, I mean serious toon-shading similar to Maid-san from BlenderArtists. You should take a look at that. The blender community is really talented. |
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| MushroomDude | Feb 5 2008, 09:31 PM Post #11 |
Not Lurking
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don't use subdivide and fractal. Use knife and or edge loops. They get cleaner meshes. |
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| techwizrd | Feb 6 2008, 05:52 PM Post #12 |
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Magister ex Machina
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. The Loops were stranley not working where I wanted. I had three vaguely round sections of a mesh. The loops only went and cut the middle, none of the others. I eventually had to use the Knife, but it really messed up the mesh. It made stuff into triangles and it was a real pain to work with. Anyway, i just made a flat Plane, subdivided thrice, and the use the Selection tool (b+b), and selected small pieces of the ground and use fractals on the sections to make them look like things had bent them and crashed into them. I UV-Unwrapped a rusty steel texture and got a nice ground. Just my process. I probably could have done it way better and easier, but I just didn't. |
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| techwizrd | Mar 25 2008, 08:01 PM Post #13 |
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Magister ex Machina
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Development is going to start back up on this. I have new voice actors and a few people who want to contribute to the storyline and designs of mechs. I just casually mentioned at lunch and a whole bunch people got interested. I think we really need to start designing mechs and working on the story lines. Are people ready to commit themselves to the project and become reliable contributors? You'd have your name in the credits and your reputation would definitely be much better with a project like this... |
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| Mephiles the Dark | Mar 25 2008, 09:19 PM Post #14 |
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The conscious will
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what kinda mechs are you thinking of? I'd be willing to do some radnom concept art in my spare time, but i'm not about to go off drawing concept art that really conflicts with your ideas. incongruousness can end up a pretty big time waster. So, yeah. general details (as oxymoronic as that sounds) could help peoples come together quite a bit. |
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| techwizrd | Apr 7 2008, 02:23 PM Post #15 |
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Magister ex Machina
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What kind of Mechas am I thinking of? I am only one thinker out of many. That's the beauty of community projects. Everyone gets their input and is allowed to criticize (constructively of course) and give feedback. I would prefer something that is not overly complicated an has a clean design. Something symmetric would be extremely preferable as weapons are left up to the user. Please remember to get the Mecha from a front view and a side view. If I remember I created an organized naming system comprising of a a series of letters, a hyphen, and a model number that directly correlates to the iteration of our development. {style} +{fighting type} + hyphen + {model number} {style} = Is it a spider-like (SS), humanoid (SH), insect-like (SI), or what? {fighting type} = Long Range (FL), Short Range (FR), Heavy Fighter (FH), or etc. {model number} = 500 + (Iteration * 3) + (100 * Mechas in exact category) This means that if I change a humanoid long range fighter for the seventh time, it being the fourth unique Mecha in its exact category, it would be called SHFL-921. I hope that makes sense... I really do. It makes sense to me, but what does that matter? |
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| Jesin | Apr 9 2008, 08:28 PM Post #16 |
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The Small Fish
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Don't try to do version control manually. I've heard good things about svn and git (the latter was originally created for work on the Linux kernel, and is now being widely adopted). |
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| techwizrd | Apr 9 2008, 09:25 PM Post #17 |
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Magister ex Machina
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I've used svn, git, bzr, and cvs extensively within projects I have worked on. I know how they work and how to use them. My "version control" as you seem to call it is just used to make a meaningful number at the end of the mecha's name. Do YOU have ideas for mecha designs? I have some drawn up but am yet to scan them. |
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| Mephiles the Dark | Apr 11 2008, 10:38 PM Post #18 |
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The conscious will
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I has concept art. check teh art section if you haven't noticed already. |
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| slurpee123abc | Jun 5 2008, 08:24 PM Post #19 |
Slurpee
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We need real time shading. |
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| slurpee123abc | Jun 5 2008, 08:24 PM Post #20 |
Slurpee
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Or at least some resemblance of shadows. |
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