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      Rhymes with Play 136 - Oxygen Not Included   04/27/2017

      Join the Klei team this Thursday, April 27th at 3:30 PM PDT (10:30 PM UTC), where we will be talking about and playing Oxygen Not Included, only on the Rhymes with Play Dev Cast on Twitch. Where is it?
      On our official Twitch channel here:
      10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
      When is it?
      Thursday, April 27th at 3:30 PM PDT (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:


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About TheDanaAddams

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  • Location R'lyeh
  • Occupation Animator (Unemployed)
  • Modder http://forums.kleientertainment.com/user/267484-thedanaaddams/?tab=idm
  1. Word of advice... don't expect to get far with digital art if you don't have a tablet. Photoshop will do you no favours, either. It's a difficult, finicky tool - it doesn't do the work for you... you really struggle against it to make it do the work you want. Alternatives like SAI have line smoothing, I believe, but it won't magically make you great at art. It's a matter of learning to use the tool to make your work. The best advice I can give is to try and find a workflow that is similar to the way you work traditionally. It's easier to transition from traditional to digital if you keep your workflow similar. But don't be afraid to leverage the power of the software. (I love being able to layer things, make backups of layers before I try something, UNDO... just gotta find what works for you.)
  2. Friends don't let friends buy an Inkling. It was a nice idea, but it just didn't work. xD
  3. Haha, yeah, there's definitely a price difference. I didn't use the 3 much - it belonged to my then-girlfriend, so I only used it now and then, when I went to her place. It's possible it was just well-worn, and we broke up, like, a year and a half ago, so it has been a while since I used the 3. I think you can get textural overlays for any tablet model, if surface texture is an issue... Anyway, money is an issue, so, go with what you can afford. There are non-Wacom brand tablets with very good reviews for a fraction of the price. I recall one recently that had just as good pressure sensitivity as the Intuos5, and a lot of praise! Don't feel like you MUST buy Wacom brand! Others out there are very good, and much more affordable. Just read the reviews and such. =)
  4. I actually have an Intuos 5, and I adore it. Surface never felt too glossy, at all. I've used the 3, 4, and 5, and I wasn't particularly impressed with the 3. I believe 4 and 5 have finer pressure sensitivity, or something. But the advantage of the Intuos comes from the buttons and touch-ring. It's a really great workflow-improving tool. Definitely speeds things up, once you figure out how you want it to work. For example, I personally have one of the pen buttons set to work as the hand tool, so I can pan the canvas, and have a number of hotkeys for various tools I use set to the side buttons, can quickly and easily slide my brush size with the touch-ring... It is quite a bit more expensive than the lower-end tablets, like Bamboo, but it is definitely worth the investment for a serious digital artist.
  5. I haven't really been looking at the anims and stuff... but since it's something I started, I figured I should take a look... The only anim I actually did was the idle, which... now looks really awful. I don't know who did the other anims you edited, and it may have been them who extended the timing on the idle... but on my machine, it simply looks dreadful at the slower speed! ACTUALLY - I just checked something, and the biggest problem is that it's using spline curves now - since I animated it before we had the ability to do that, it was designed to work nicely with linear curves only. (Normally splines would make your animation smoother, but since I had manually counteracted that in linear, spline curves sort of do the reverse for that instance.) Change the curves back to linear, and it will fix the worst of the issues, but the 1.5 second loop looks too slow to me, so I suggest bringing it back to 1 second, as I had it. There are a lot of problems with the Beanlet anims as they stand, but... I don't think we have any other trained animators, here, so... they'll at least do for placeholders in the mean-time. But yeah, the only anim I finished was the idle, and the alterations made to that - whoever did them - need to be fixed for it to play back nice and smoothly. The other stuff wasn't me. =) Hoo boy, now I remember why I was avoiding this. I'm rather tired out. I hope my docs get a handle on this soon.
  6. So... the Beanclops art is being re-done, right? That's what I've gathered, here... I want to say this in the gentlest way possible, but... the current art just... isn't very good... and it doesn't really fit in with the existing art...
  7. It's not hard to find, but it's not very obviously named. I actually still have the prerelease beta 6 version (wow, I'm out of date. It's at 8 now??) so the name may have changed, but you should be able to tell what you're looking for.
  8. With regards to questions about animating the Manta: (Not sure who to quote, here, since a bunch of you were talking about it. ^^; ) The way I've theorised to be best for animating snakey things like that in Spriter fluently, is to take advantage of the "skin" mode, where instead of solid images being parented to the bones, the bones can be used to drive deformation. I have no doubts that the engine does not support skinned textures, but the skin animation can be exported from Spriter as an image sequence, and brought back in - we can then switch the image out, much like we would with, for example, a facial expression, and animate it in a flipbook of switching symbols, like a more traditional frame-by-frame animation. Of course, the simple rotate/translate/scale animation can be done as normal, and should be combined with the flipbook-type-stuff for efficiency.
  9. I really do need to do a more updated tutorial. Spriter has come a long way, and I've learned much more about it. There are features that have vastly improved in the newer version. It'll be one of the first things I do, when I'm properly up-and-ready. It's steady-going, at the moment. They've narrowed down the actual condition, not just what they thought it was, and they want to do more tests to figure out exactly what type I have. Unfortunately, they don't really know much about the disease in general, and all that can be done is symptom management... but with some luck, a few more months, and I'll have managed to get myself up to that baseline where I can work properly - just at a bit of a reduced capacity, to try and stay at that level. ^^;
  10. That looks like your problem - it's looking for a prefab called "wat" (likely your character) and it can't find it. So you've probably got a typo somewhere.
  11. Which the first post actually linked to already. >_> But it was linking to the old thread instead of the download page (which linked to the download page anyway, but why have a link to a place to follow a link) so I updated the link in the OP.
  12. The way to figure it out is to look at the code for flowers and graves, most likely - what makes the flower give you sanity, how, and when? What makes the graves do the opposite? Analyse the existing code, and try to pick out the bits that do what you need. Making the alteration for your character alone should be a simple matter of a conditional post-init. "If player = mymod do the postinit." (In a nutshell.)