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04-06-21 01:23 AM
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Main - Posts by Glem3

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Glem3
Posted on 05-30-13 09:56 PM, in [Coastline Cavern Galaxy] Coastline Cavern Music (rev. 2 of 05-30-13 09:57 PM) Link | #23625
I do agree to an extent MG3, but her songs also tend to be for galaxies/tracks that make more sense to use midi, so as long as she sticks to that I don't know if it's necessary. For this theme, I agree. The actual composition is pretty catchy, though.

Glem3
Posted on 06-01-13 11:29 PM, in [Sky High Galaxy] Sky High Galaxy Concept Art Link | #23798
Texturing progress: [image]

Glem3
Posted on 06-02-13 06:36 PM, in [Sky High Galaxy] Sky High Galaxy Concept Art (rev. 2 of 06-02-13 06:39 PM) Link | #23876
Mockup:
[image]

And here's just the final model alone:

[image]

Glem3
Posted on 06-02-13 07:14 PM, in [Sky High Galaxy] Sky High Galaxy Concept Art Link | #23880
Detail shots:

[image]

[image]

[image]

[image]

[image]

Glem3
Posted on 06-02-13 09:01 PM, in [Sky High Galaxy] Sky High Galaxy Concept Art Link | #23915
Planet 1 will be done last... it's really big, so it's a lot to tackle. Also, I think agent should take a stab at the model. Mine was alright but used too many polys.

Glem3
Posted on 06-02-13 10:59 PM, in [Fast Food Galaxy] Fast Food Galaxy Level Design Link | #23939
I have designs for this, just wait until I'm done withs school so I can flesh them out and draw them on normal paper.

Glem3
Posted on 06-05-13 02:29 PM, in [Warped Warzone Galaxy] Warped Warzone Music Link | #24154
Definitely not whitehot. Whitehot needs an epic orchestral theme. This song is really good, but it's definitely better for indoors than outdoors. We need a slower paced more epic track for this galaxy.

Glem3
Posted on 06-05-13 02:32 PM, in [Sky High Galaxy] Sky High Galaxy Concept Art Link | #24156
I think he meant they look out of place because he thinks there should be no planks at all, not because of the texture. I think it looks fine, personally.

Glem3
Posted on 06-06-13 01:48 AM, in Happy 2.5th Birthday!! [2.5 years!] Link | #24207
Happy (slightly belated) 2.5th birthday, 2.5 :)

We've come a long way.

Glem3
Posted on 06-06-13 01:52 AM, in [Warped Warzone Galaxy] Warped Warzone Music Link | #24208
I like that theme better for this galaxy, but it's a tad too cheerful.

Glem3
Posted on 06-08-13 04:56 AM, in [Aquaflame Galaxy] Aquaflame Star 1 [gridatttack] [NWPlayer123] [In Progress] Link | #24334
Alright, time for my two cents... firstly, great job on the art. I love the design (well... it mirrors my little mockup, so I'm biased), and the idea of having Fiery Gobblegut as the boss is GENIUS. Still, I have some problems I think should be fixed:

1. The silver star idea is problematic. How can you spawn the star from silver stars, and also have the boss spawn a star? Also, silver stars are boring for this area... instead, we could just have the volcano impossible to enter until you get star chips that launch you into it, or something. That doesn't solve the "boring" problem though.

Or just, y'know, let the player work their way up to the volcano. If the level is large enough, that will create enough of the gameplay. We could still have some objective, like reaching a treasure chest in one of the ruptures and getting a key to open up the volcano.

2. Even though I think the fiery gobblegut idea is genius, that sounds really, really tough to play. Also his physics won't work too well in a non-spherical environment and it'll mess with the cutscenes.

Glem3
Posted on 06-09-13 03:11 AM, in [Aquaflame Galaxy] Aquaflame Star 1 [gridatttack] [NWPlayer123] [In Progress] (rev. 2 of 06-09-13 03:12 AM) Link | #24438
About the players being able to "just swim into the volcano", I see the issue there, but we need to find a creative solution. Look at deep dark, you have a few objectives you need to clear before you can reach the boss. I want this level to have a similar feel. You can either have a bunch of collecting (less fun) or set up obstacles that you simply cannot pass without doing something else first. I suggest requiring the player to open a chest or something with a launch star in it, and then having that lead to a platforming segment above the water, or perhaps on a separate planet with a linear lava/water section before being launch star'd into the volcano.

Glem3
Posted on 06-09-13 12:27 PM, in Official SMG2.5 Website Link | #24464
We should take inspiration from the Japanese SMG2 site. That site was really clean.

Glem3
Posted on 06-20-13 04:38 AM, in [Sky High Galaxy] Sky High Galaxy Concept Art Link | #26162
Much simpler (poly-wise) than my version, nice job!

Glem3
Posted on 06-20-13 04:42 AM, in [Sky High Galaxy] {FINALIZED} Sky High Music Link | #26163
That's weird. Why are we keeping the music secret? I mean, we have the name of it here, anyone could easily look it up.

Glem3
Posted on 06-20-13 06:22 AM, in [Sky High Galaxy] Sky High Galaxy Concept Art (rev. 2 of 06-20-13 06:40 AM) Link | #26171
[image]

Edit: Polished the rocket shading-

[image]

Glem3
Posted on 06-21-13 05:02 AM, in Space Storm Rain (WaterFortressRain) working in Flipswap Link | #26257
Another question about rain: Can we easily turn it on and off? Or does it stay on once activated? (This is important for Stormshine Galaxy).

Glem3
Posted on 06-21-13 05:05 AM, in Composing professional Music for this project Link | #26258
Also, if you need help purchasing a soundfont, I'd be willing to pitch in if necessary. Best of luck composing!

Glem3
Posted on 06-21-13 06:08 AM, in [Sky High Galaxy] Sky High Galaxy Concept Art Link | #26263
The crates are too far apart. Also, at least make them reach the top of the platform they lead to :P.

Glem3
Posted on 06-21-13 05:37 PM, in [Sky High Galaxy] Sky High Galaxy Concept Art Link | #26348
No, they're not. Make them closer, and make them reach the top of the ledge above. Trust me, I can tell :P
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Main - Posts by Glem3

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