critiques on my work

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Re: critiques on my work

Postby Off Topic » Thu Oct 09, 2014 12:15 am

Hi lucky! Thanks for the suggestion, but I sharped my idea of making her do a bareback pussy rub to the big dick and I think I'll eventually go for that. :D
I'm afraid that blatantly evading physics won't ever be forgiven ( in this specific instance) and thus it's better to deal with it... which leads us to another possible solution to avoid wasting 60 frames ( not much of a loss I admit, since they were a little old and too rough, but still a matter of principle).
Spoiler (click to show/hide):

I'll build up a new scene with that rubbing action and stick with that for the early alpha ( something that I'm craving to put together), BUT I will also:
- recover those frames from the void and update their quality;
- redraw the size of the dick, making it more manageable;
- set up a new mutant wolf enemy which will be palette swapped ( something I love) and have a tinier dick;
- draw new sex scenes for the palette swapped wolf, one of which will use those recovered frames;


At least, that's the current plan.
The wolf with the big dick will be featured for first in the alpha, and will have a sex scene with inflation.
In fact, I do like inflation a lot, but I see it as a coercitive action that a stronger being with the upper hand perpetrate on a weaker and/or submissive one to abuse it... this would ruin the feeling I'm trying to achieve with her scene 'cause it would spoil her of control.

Lucky777 Wrote:I'm hoping there's a gallery mode or something; I've always found "Sex struggle systems" to be incredibly stupid, since they constitute distractions from what's going on.


hehehe! Of course there's going to be a gallery, but I won't stop to that hopefully! :mrgreen:
Spoiler (click to show/hide):

I'll try to make this S.S.S. a little less annoying and I'll do my best to provide an option to toggle, with which you'll be able to move freely through the various animation' states ( a sort of gallery while you're playing).
The final gameplay is still to be decided but I want it to be smart enough to let you enjoy the sex scenes, so the " story mode" won't be score dependable.
The alpha I'm looking forward to build, on the other hand, will be a sort of " horde mode" where score and time are matters of primary concern... I suspect this will annoy you much more, sorry but it's faster to compile!
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Re: critiques on my work

Postby Lucky777 » Thu Oct 09, 2014 2:34 pm

It's not that there's anything to forgive; even the gods like Zone blatantly ignore physics from time to time.

There's an actual option to turn OFF bulging with some large insertions in some of Zone's animations.

Some people like large, deep insertions, but just aren't into bulging.

Off Topic Wrote:
Spoiler (click to show/hide):

I'll try to make this S.S.S. a little less annoying and I'll do my best to provide an option to toggle, with which you'll be able to move freely through the various animation' states ( a sort of gallery while you're playing).
The final gameplay is still to be decided but I want it to be smart enough to let you enjoy the sex scenes, so the " story mode" won't be score dependable.


Glad to hear.


Also, I like your animations and art-style; I had thought I'd said that a good few months ago, but I must have forgotten to actually hit the post button or something.
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Re: critiques on my work

Postby Mattis » Sat Oct 11, 2014 8:23 am

If you need a programming hand somehow, would be glad to try to make a body to your heartly amazing animations !!
Must be tremendous work !! :D
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Re: critiques on my work

Postby Off Topic » Sat Oct 11, 2014 11:21 pm

Hi mattis and thanks! It'd be lovely to share the coding duty! I'm going to pm you so we can share our mails and keep in touch for better plannings! :mrgreen:
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Re: critiques on my work

Postby Sythis_Sythes » Tue Oct 14, 2014 4:34 am

Glad your back, and keep up the good work!~

Now for my horrible specialty, the nitpicking....

-Cum looks really solid looking (like curdled cheese?) but i haven't seen heaps of cum before anywhere in real life, so i'm not sure if this is even a nitpick. Maybe less 'drip' lines would fix it?
-I second the awkward exaggerated hand signs the wolf makes. I would've probably had him grab his head and then flopped back lazily, making the scene faster while portraying the distraught in pre-ejaculating.
Though a cool idea would be to add a 'humorous' mode full of your exaggerated animation,lmao. Those you could just go buck wild on with.

So glad i came in to check the thread, haven't been back in a while since you disappeared. :/
As always, watching you draw... c(0.0)e=>~~~~~~~
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Re: critiques on my work

Postby Off Topic » Tue Oct 21, 2014 3:03 pm

Hahaha yeah, I'm sorry for being vanishing! :D
Next time something like that happens I'll post some text to inform the people. I'm still trying to learn basic good manners in internet's forum and sometime I do/say odd things.

About the hand signs, I admit they are an extra add that isn't substantial for the scene per se but I think it helps in bringing out the personality of the mutant enemy, who is an aggressor but is also " human" in his own way.
That's why his hands loose their claws in this scene and why overall his depicted more friendly than how it is in his run ( and how he will be in his sex) animation.
It's exaggerated but it's funny and useful for that purpose.
The reason for this is that I don't want to give an impression of this game being about rape.
This game will be about horny characters willing to have sexual intercourse while being dominant and players will have to struggle to achieve that role ( or do nothing and stick with bottom one).
Hopefully the sum of all these small unnecessary adds will prove this point ( or at least make the game less serious) :mrgreen:

About the cum... you're right! Since I've never saw so much cum altogether in all of my life as an internet porn-addicted being I had to fake it's movements.
There are different puddles in which I can thin out the lines, I don't know if that will give a better feeling but it's worth trying in the clean up and see the result! Thanks for pointing that out :D

Glad you're back, by the way! How's it going?
I've got some flu right now but nothing too problematic! :ugeek:
It does keep me away from animation ( clean up isn't funny when your nose trickles) but in the meantime I've done some coding and char design.
And since you guys are so nice to tell me your useful opinions, I'm considering to open another post for what I've just finished drawing so that you could help me improve also with that!
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Re: critiques on my work

Postby Off Topic » Thu Nov 06, 2014 4:59 pm

I'm stuck on the clean up of the sperm... it's a thankless and tedious work I say, like hammering your own balls! Hope you're all good, and to soon upload something done, cya!
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Re: critiques on my work

Postby Off Topic » Tue Nov 18, 2014 11:05 pm

I'm coloring the clean ups.
It's going to be a long process.
Here's how it's going so far! :D

During the clean up I've tried to improve her head, I can't remember if I've already shown those lines or not... anyway her head is a little better.

Plus, I've been asked for a censored image... so I've made one.
I can show it, even if it's not animated... though this post seems to be focused well on animations and critiques/opinions, maybe it's better if it stays that way! :mrgreen:

As always, I'm looking forward to hear from you!

Sneak Peek about next stuff:
79 frames to do before the enemy can be featured in the background... considering 25/33 minutes per frame, 38.25 hours estimated.
I'm revising priorities to work more on this project, maybe the next upload will be soon! :mrgreen:
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Re: critiques on my work

Postby Off Topic » Mon Nov 24, 2014 2:25 pm

Here's finished!
:mrgreen:
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Re: critiques on my work

Postby Off Topic » Fri Nov 28, 2014 4:15 pm

Now I've done the first 44 frames of the Pre-Eject stuff!
Originally this scene was meant to help me with the deadline I had 6 months ago.
It worked... though now it's bogging me down with other things!

Oh well... :D

She still has some imperfections but I'll probably fix 'em when the other frames are done.
What about that blur?
I know it'd be better to avoid single motion blurs ( that is: you either use a lot of them or none), especially if they got just 1 frame!
It was an experiment...
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Re: critiques on my work

Postby Eidolon » Tue Dec 09, 2014 1:03 pm

You clearly know what you're doing. Your work is very Ralph Bakshi in my very inexpert opinion which is a great style but more comic than erotic.
The game looks cool though. Mental too.

Good luck with it!
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Re: critiques on my work

Postby Off Topic » Mon Dec 15, 2014 12:10 am

Hey there! I've managed to finish the current set of animations within the deadline I originally scheduled, yay! :mrgreen:

But before I exhibit the latest already-known animation, let me quote kind Eidolon...
Eidolon Wrote:You clearly know what you're doing. Your work is very Ralph Bakshi in my very inexpert opinion which is a great style but more comic than erotic.
The game looks cool though. Mental too.

Good luck with it!

Thanks a lot chum, your comparison makes me very happy :D! His works/style are rad... and thanks also for the mental! I do my best to achieve that slapstick delirium ( which I'm fond off)!

Now...

What I'm posting here is the latest and last animation I've got.
I mean, I had a few more but they were far too rough and dated... I've already planned to get rid of them ( maybe they'll be featured as " extras").

So, AFTER this thing down here there's nothing else.

Which means a couple of things...
First: the prototype is ready to be built! Right now I've got no GUI plans and most of the background's assets are just placeholders, but these animations are " certified" ( I'm ok with them) and thus I can move on to the gameplay!
Second: things could be on hold for a while... I said " could" :lol:

Here's exactly what I'm planning to do, so we are all on the same page :)
I'm going to build the prototype, which is something near to a proper Alpha, and then test it.
If it disappoints me way too much... well let's skip this!
If I'm ok with it, but not outright convinced, I'm going to send it on request and to a dozen of people I'd like to hear from... I don't like the idea to go public with something that can let you down folks!
Last but not least, if it happens that I'm cool with it, then I'll make it public :D

I got my reasons to be this prudent... like, you know, this is sort of my first game and it won't even feature the " story mode", so its gameplay could be misunderstood and that would be of no use!
Once the proto-alpha will be ready I'll tell you, just so you know in any case.

To clarify a little more what I mean with " things could be on hold for a while"... I mean that if Bangoonate XXX keeps doing good with feedback and appeal once the proto is out ( if I choose to release it 'cause it's good enough), or maybe even better then how it's doing now, then I'll declare openly my full intentions with it and try to translate it into business stuff ( I'll invest some of my money on it... low-amateur-budget of course) :mrgreen:
If things go " wrong" or " not as expected", I'll take a step back and reconsider my options with it ( we'll talk about that in this case)... this would do no harm to my other projects, they could use some of my attentions...
The glass is always half full to me, as you can see! :D

But enough speech I suppose... here it is!
Cya soon!
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Re: critiques on my work

Postby Digitally-Deviant » Wed Dec 17, 2014 4:09 am

I'm loving the classic cartoon animation style.

Are you doing these in flash are using sprites, and how many layers/sprites is that animation.?

I'd almost swear from the first animation you were doing it by hand, old school style with a light box.
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Re: critiques on my work

Postby Off Topic » Wed Dec 17, 2014 3:02 pm

Hi chummmer! Thanks a bunch for replying and your interest!

Well, it's hard to tell what's the number exactly of layers I've made per frame... It's something like 1 different layer for each colour!

I've done like that because what you see it's traditional animation with digital coloring on it... No flash or other " synthetic" stuff :D

If you'd like to know, that work took me 743 hours and 10 minutes!

Thanks again for your support!
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Re: critiques on my work

Postby Digitally-Deviant » Sat Dec 27, 2014 6:24 am

Wow, that's a lot of work. Animations are really great, so it's worth it. It looks like it will be a good game. The Unity Engine was a good choice.

Image

I drew a sketch off one of your drawing, trying to better understand you art style. I love the way you do lips.
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Re: critiques on my work

Postby vestige » Sat Dec 27, 2014 11:26 am

I never had the patience to making animations. Awesome works. The cartoon style give it a nice bonus too :) The bush sheep is hilarious too : )
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Re: critiques on my work

Postby Off Topic » Sat Jan 10, 2015 8:39 pm

Hi chums I'm back! :D
Feast days are over and my social calendar is finally empty again!

Digitally-Deviant Wrote:I drew a sketch off one of your drawing, trying to better understand you art style. I love the way you do lips.

That's really adorable! It's the first time someone does something like that with one of my drawings, I'm super happy! :mrgreen:
Also, I felt a little bit unsure about the way I use to draw lips, so hearing that at least one person loves them is a boost of life for my self-esteem, thanks a lot!!!

About Unity yes, it's a good choice indeed! Sometimes it feels a little bit awkward, but in the end it's a very handy tool! Have you tried it?

vestige Wrote:I never had the patience to making animations. Awesome works. The cartoon style give it a nice bonus too :) The bush sheep is hilarious too : )

Thanks a lot man!
I'm glad you like the busheep too, I tried to give it a pretentious look to enhance its ridiculousness!

Before continuing, let me thank you all for the support and feedback you're giving me! That truly helps a lot!

This time I've got nothing new to show, but soon I may be posting little videos about how the prototype is doing ( right now it looks almost the same because I've mainly focused my efforts into killing bugs/glitches via code)!
Until then, I'll hang around nearby trying to avoid long silences! :mrgreen:
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Re: critiques on my work

Postby Digitally-Deviant » Sun Jan 11, 2015 4:10 am

Off Topic Wrote:About Unity yes, it's a good choice indeed! Sometimes it feels a little bit awkward, but in the end it's a very handy tool! Have you tried it?


A little. I haven't done anything much with it yet, but I like unity's new 2d, and UI tools.

Anyhow, I'm looking forward to seeing the video demo! :D
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Re: critiques on my work

Postby Terrantor!!! » Tue Jan 27, 2015 7:11 am

Hey, I think I know why that one rude dude didn't like your close-up work. The nose was just too defined. A lot of times, it makes someone more masculine or aged. Pretty much make the bridge thinner, you may even have to erase parts of it, then erase that little nostril part since her heads tilted down you shouldn't be able to see it. I did that with a copy of the fan above and she looks even better! :D
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Re: critiques on my work

Postby Lucky777 » Thu Jan 29, 2015 1:12 am

Off Topic Wrote:If you'd like to know, that work took me 743 hours and 10 minutes!


Wait, by "that work" do you mean the like 12 or ... maybe 20 seconds TOPS AND MAX of animation shown in this thread?

Because that's not a very promising ratio of time invested to results.

The dedication is impressive, but if that ratio keeps up we'll all be dead of old age before you're halfway finished.
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