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Response to: Super Disability Collab Posted June 16th, 2007 in Game Development

sold! :D, thanks man. glad to have you aboard

Response to: Super Disability Collab Posted June 16th, 2007 in Game Development

i use flash 8. so please export/save for that compatibility

right now i'm working on my spiderman piece. i'm doing it FBF as I did my human torch with objects and tweening... going for a little difference :D

Response to: Super Disability Collab Posted June 16th, 2007 in Game Development

awesome. so now we are up to

1. HumanTorch - FunGuy
2. SpiderMan - FunGuy
3. IceMan - Nerpok
4. Hulk - RobtheNerd
5. Green Lantern - Hazzamadman

and Akadra hasn't specified yet.

Response to: Super Disability Collab Posted June 16th, 2007 in Game Development

did you want me to put you down as the Hulk then?

Response to: Super Disability Collab Posted June 16th, 2007 in Game Development

Rob that idea is awfully close to the Human Torch one. Can you spice it up a bit?

Response to: Super Disability Collab Posted June 16th, 2007 in Game Development

you've been added. :)

Characters that are OUT:

1. HumanTorch - FunGuy
2. SpiderMan - FunGuy
3. IceMan - Nerpok

and Akadra hasn't posted the super power he is dealing with.

Response to: Drawing People Posted June 16th, 2007 in Game Development

something i might advice when attempting to create your own style is to join a collab with an open topic that allows for you to use your own style. that way your not committed to creating a full length piece of about 3 - 5 minutes.

now i know this may sound lame, but i just so happened to have started a new collab that might allow you to do such a thing. creating your own style with existing characters and having to only make it around 20 seconds.

http://www.newgrounds.com/bbs/topic.php?id=71 8787

Response to: Super Disability Collab Posted June 16th, 2007 in Game Development

sure thing :)

Response to: Super Disability Collab Posted June 16th, 2007 in Game Development

the reason the length is "undetermined" is because its not playing with a song or anything like that. Also the individual pieces can range from 5 seconds to a minute, and since i'm not limiting the collab to 6 people.... or 10 people.... the length of the piece will be as long as it ends up being.

i was thinking that over a month would be long enough, but the due date really isn't set in stone.... more or less a guide.

Super Disability Collab Posted June 16th, 2007 in Game Development

::INFO::

Individual pieces are based off the idea that in certain scenarios, Super Heros and Super Villians power's are useless or at a disadvantage. 2 ideas that I'm doing are, Johnny Storm transforming into the Human Torch when he gets "excited", and Spiderman trying to use his webaction while in Limbo.

::DETAILS::

Dimensions: 640 x 400
FPS: 24
Background Color: White
Max .Fla size: 3 megs
Sound Effects: provided by you
Music: none
Due Date: July 24th (my birthday)
Length: undetermined

::EXAMPLE::

http://www.funguy.ca/personnal/sh_V2.swf

::RULES::

1. A super hero/villian can only be used once
------OUT-------
- Human Torch
- SpiderMan

2. No F'bombs
3. Mild sexual content is okay, just nothing crazy - this will be evaluated on an individual basis.
4. No Stickmen

::KEEP IN MIND::

All pieces are excepted on quality, this means your piece doesn't have to be beautiful, if it has a really unique and cool style, it will be excepted. Lazy pieces will not

The first 96 frames of your piece are reserved for a comic cover to rotate into the scene.... this is to state the character used, "title" and author.

All pieces are to be saved in a master MC file and all Symbols are to be properly named... example: if your doing Doctor Doom please lable all symbols beginning with " DD - "

All individual .fla's are not to exceed 3 megs, if they do, that generally means the file has not been optimized.

---------------------------------------------
-----------------------------------------
I may have forgotten some information.
Also don't forget to check the example.

Response to: the madness collab Posted June 16th, 2007 in Game Development

i like your gun sound effect :D nice piece

Response to: the madness collab Posted June 16th, 2007 in Game Development

i don't have the luxury of working on flash several hours a day. and what i want to accomplish with my piece will extend my work beyond 2 weeks.

Response to: the madness collab Posted June 16th, 2007 in Game Development

my piece won't be done in 2 weeks.

Response to: the madness collab Posted June 16th, 2007 in Game Development

so end of july is the due date if your saying a month and a half?

Response to: the madness collab Posted June 15th, 2007 in Game Development

whats the deadline now?

Response to: the madness collab Posted June 14th, 2007 in Game Development

YK have you actually tried PM'ing animators you like to see if they'll add anything to your collab? you need to provide people with more direction. the majority of collabs that fail are solely on the head of the leader.

Response to: the madness collab Posted June 13th, 2007 in Game Development

dood, i think the smiley faces are done right.

and matt, your piece is a bit weak. i also have no idea what the thing in the wall is. the walk cycle is unnatural and the timing of the animation is off.

Response to: the madness collab Posted June 13th, 2007 in Game Development

i'm personally fbf'ing them.... but thats just me.

Response to: the madness collab Posted June 12th, 2007 in Game Development

http://www.funguy.ca/personnal/madbkground2.j pg

okay, so here is the second part to my background. besides behind the wall and around the corner to the showers, the scene has been created. my next update will be my final version.

i'll keep talking on here, but i won't be showing previews.

Response to: the madness collab Posted June 12th, 2007 in Game Development

looks like you put it together nicely ironraven.

Response to: the madness collab Posted June 12th, 2007 in Game Development

lol.... no rush on this then eh.

Response to: the madness collab Posted June 12th, 2007 in Game Development

is this collab planning on a sept 22nd launch?

Response to: the madness collab Posted June 12th, 2007 in Game Development

here is an example of my background. i'm putting in the final details and then i'll start animating.

http://www.funguy.ca/personnal/madbkground.jp g

Response to: the madness collab Posted June 11th, 2007 in Game Development

i want to see your part

Response to: the madness collab Posted June 11th, 2007 in Game Development

lol... sorry Mister Smurf :D

and YK's is on page 3

Response to: the madness collab Posted June 11th, 2007 in Game Development

At 6/11/07 06:10 PM, Delta66 wrote:
And the rest suck.(This includes many, and might include YK, but that's unconfirmed because he hasn't shown anything yet.)

Sorry, I needed to vent.

I'll make a bet with you Delta, that my piece will be better then yours :) competitions are fun

Response to: How to make love? ( collab ) Posted June 8th, 2007 in Game Development

i'm going camping this weekend, but i'll change it around to fit this collab with special steps to the mystical handjob at the beginning of the week. any parts finished so i can get an idea as to what your looking for?

Response to: How to make love? ( collab ) Posted June 7th, 2007 in Game Development

this piece i made awhile ago never got used in another collab cause it fell to shit.... but i'd tweek it a bit to suite this collab.

http://www.funguy.ca/personnal/FunG_DPWF3_hum antorch_w_music.swf

Response to: How to make love? ( collab ) Posted June 7th, 2007 in Game Development

can i do a chick giving a guy a hand job?

Response to: the madness collab Posted June 7th, 2007 in Game Development

wolfinator, here is what i believe to be a proper critique of your piece

http://denvish.net/ulf/050607/20984_Madnessco llab.php

characters - the good -i'll get this out of the way first.... they are typical madness characters in the typical madness style. you put the time in to have a variety of characters which can be a good thing.

the bad - your characters are missing pieces to them, some feet, some hands. in these scenarios you must ask yourself if the great animators out there can't be bothered to add the small details. your viewers will notice where you cut corners.

background - the good - your scene has a basic lvl of depth to it... which is good. sometimes people can't even be bothered to put a scene in, let alone having a midground and background.

the bad - you've been caught cutting corners again, your buildings don't have windows in them. your background lacks even a basic level of detail. it truly looks like you spent 2 minutes with the rectangle tool. learning about the art of "Perspective" would really benefit you. this deals with the horizon line with 1, 2, 3 point perspectives. do a little research, you will be glad you did. i've been working on my sole background for about 4 hours now. i'm not done, and won't be done for a little longer.

effects - the good - things like the blood, and some flash from the weapons are held true to the madness series. even the effect you had with the ninja winning at the end... really not to shabby.

the bad - other weapon's flashes were black.... that is just confusing. the guy exploding didn't fit with the rest of the movie as i believe that is one of two times you use a gradient. try to stick with the same level of detail throughout your entire piece. it will help your movie flow better. the lightning as well was a little weak. but really again, if you want your piece to improve, its these small areas that are really important.

animation - the good - your piece seemed to start off pretty good, i dare say that was when your motivation was at its high.

the bad - really the animation is where i felt your piece faltered the most. the movement was very robot the majority of the time. there is exaggerated realism, but then there is just plain awkward. when the enemies are taking bullets to the face and/or body, they don't react properly. the clown takes it to the body with the mini gun and his face stays in place. it appeared that you were either rushed, to eager to want to finish, or just simply lost motivation.

I don't know if its my computer, but the hit area of your buttons aren't even in the right place.

But alas, now that I'm done with that, you appear to be putting in more effort then most when it comes to this collab and if you really want to improve your piece, take a look at it as if you didn't create it.... critique it yourself and i'm sure you will see these problem areas. Now I'm sure that if you keep working and your piece improves greatly, i bet YK will let you into the collab. these things should be based off quality and not favortism anyway.. so even if he says your out.... if you shock him with a masterful piece, i'd put money on him letting you in.

Now for you, if you've moved onto other things thats cool, but if you wanted to keep working at it.... i would almost think to start from scratch, and chalk this piece up to a "test". take time building the individual pieces first. and if you want some help, PM me and we can help motivate each other.

My book is done