i know this was 2 years ago and you may not see this but reversing the squeaking effect when it closes could sound awesome, especially since the pitch rises when you open it it would go down if you reversed it feeling 'resolved'.
stunning work, im in love with watching these beautiful ps1 assets be made. they look so damn good! and that animation with the storage locker? brilliant
Looks dope. Im loving this devlog. Just started at devlog 01 and up to here. Just a suggestion, the aound effect for the metal storage wardrobe sounded like a wooden wardrobe. Metal doors have a very different sound, with an open sound, a swing sound, and a slam shut sound. Little things like that will take way from the rest, which looks pristine.
@@Marcis. I see what you mean, for the most part it's intentional I really dig how it looks, but I guess sometimes it's a little bit too noticeable I will keep it in mind :)
That looks awesome man! Great work! Curious how you synced the hands opening animation with the closet actually opening? Is it just perfectly delayed to match the animation timing? or do you do something more complicated?
Hey there! for this props do you use single texture maps as 256x256? is not better way to create a texture atlas? of 512? and divided in 4? and in that 4 part create the square for all the props of a level? or did you use 1 texture of 1024 for example for the bullet's boxes? and the bottle it self? thx
You are so talented it's unreal, can't wait to play this
I find this series very calming, for some reason!
:D thanks!
Wasn't expecting an upload today. However, it was certainly a welcome surprise.
Very cool, enjoying this series of videos! It's helped me, and shown that I can get a similar look in Unreal. Thanks for posting!
Cheers mate :)
i know this was 2 years ago and you may not see this but reversing the squeaking effect when it closes could sound awesome, especially since the pitch rises when you open it it would go down if you reversed it feeling 'resolved'.
stunning work, im in love with watching these beautiful ps1 assets be made. they look so damn good! and that animation with the storage locker? brilliant
Man, this is truly inspirational. I'm really enjoying every video, it's like a dream come true for me. Thank you for sharing with us.
Thanks for watching! I'm glad you are enjoying the videos :)
Total class. Your videos are awesome Aaron!
Looks dope. Im loving this devlog. Just started at devlog 01 and up to here. Just a suggestion, the aound effect for the metal storage wardrobe sounded like a wooden wardrobe. Metal doors have a very different sound, with an open sound, a swing sound, and a slam shut sound. Little things like that will take way from the rest, which looks pristine.
Hey thanks for watching! Nice suggestion with the metal door!
Yay, new devlog :)
Keep going bro!!!!
I will keep this train moving! :'D Thanks man
PS1 Games are very easy to make then you see this video... but idk on this game is something i just wanna grab it and play it...
Amazing work. What texture sizes are you working with in general for the props?
do you have a resource that would explain how you use the rainbow alphanumeric graphic to apply textures to models?
I imported a custom one myself :)
Very nice stuff but I can't unsee the gradient you use for the meshes :D
Thanks man, Do you mean the gradient on the textures ?
@@AaronMYoung yeah
@@Marcis. I see what you mean, for the most part it's intentional I really dig how it looks, but I guess sometimes it's a little bit too noticeable I will keep it in mind :)
That looks awesome man! Great work! Curious how you synced the hands opening animation with the closet actually opening? Is it just perfectly delayed to match the animation timing? or do you do something more complicated?
thank you! So I used a timeline and animated the doors opening and closing using that, then It was just timing it correctly :)
Hey there! for this props do you use single texture maps as 256x256? is not better way to create a texture atlas? of 512? and divided in 4? and in that 4 part create the square for all the props of a level? or did you use 1 texture of 1024 for example for the bullet's boxes? and the bottle it self? thx
Hey there! Most textures are around 128x128 we tend to stick too singular texture maps for assets It works best for our workflow etc.. :)
What program are you using to add those gradients? I'm using photoshop but I cannot seem to find a "contour" gradient option.
You'll make a lot of $ with this game
what computer requirements do you use to make the games?
Yo
Is Marcis still in the basement?
He is in the old basement, but we are going to move him to the new one soon, this one has running water... :'D