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YoungLink19 ♂️ [2056482] [2005-11-16 06:15:15 +0000 UTC] "User interface is very important" (Hong Kong)

# Statistics

Favourites: 529; Deviations: 40; Watchers: 58

Watching: 69; Pageviews: 29631; Comments Made: 4094; Friends: 69

# Interests

Favorite bands / musical artists: Jun Ishikawa
Favorite games: Super Mario Galaxy 2
Favorite gaming platform: GameCube
Tools of the Trade: [ Fl ] & [Fw]
Other Interests: 0.16% per annum

# Comments

Comments: 252

Devinesouljah [2018-01-22 22:19:19 +0000 UTC]

Want Daisy in main and other title games that's not just sports? Super Mario Run happened to made her be playable her future to much more lies here

www.change.org/p/shigeru-miyam…

Share to everyone

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YoungLink19 In reply to Devinesouljah [2018-06-27 16:49:32 +0000 UTC]

Well, she got in Smash.

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amaitsuno [2014-10-05 20:27:10 +0000 UTC]

Thanks for the fave!
I'm so glad you liked my work Β 

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YoungLink19 In reply to amaitsuno [2014-10-08 08:11:38 +0000 UTC]

You're most welcome!

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CaranDulin [2014-02-04 04:42:11 +0000 UTC]

Thanks for the fave c:

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YoungLink19 In reply to CaranDulin [2014-02-05 00:51:37 +0000 UTC]

You're welcome!

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CinnamonWinner [2013-05-07 14:03:34 +0000 UTC]

Thank you for the fave. I appreciate your support.

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TiffanyReichart [2013-04-01 16:26:15 +0000 UTC]

Thanks for the fave!

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YoungLink19 In reply to TiffanyReichart [2013-04-02 10:19:02 +0000 UTC]

My pleasure ^^

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Deathbysquirrels [2013-03-24 20:37:55 +0000 UTC]

Thanks for the fave. ^^

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YoungLink19 In reply to Deathbysquirrels [2013-03-25 13:56:18 +0000 UTC]

No problem!

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EpsylonGraph [2012-11-03 15:26:53 +0000 UTC]

THANKS FOR THE FAV

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YoungLink19 In reply to EpsylonGraph [2012-11-04 07:48:32 +0000 UTC]

No problem!

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LucatLula [2012-09-24 18:25:37 +0000 UTC]

Thanks for faveing!

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YoungLink19 In reply to LucatLula [2012-09-25 17:31:55 +0000 UTC]

You're welcome!

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brokenzero [2012-07-16 20:09:42 +0000 UTC]

XDXDXDXD!!!


You've been hugged!
Spread the DA love around! (you can copy and paste this message on their profile!)

RULES:
1- You can hug the person who hugged you!
2- You -MUST- hug 6 other people, at least!
3- You should hug them in public! Paste it on their user page!
4- Random hugs are perfectly okay!
5- You should most definitely get started hugging right away!

Send This To All Your Friends, And Me If I Am 1, On Second thought, Please give one back.
If You Get 7 Back You Are Loved

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Captain-Kiryu [2012-03-27 02:55:27 +0000 UTC]

thanks for the fav!

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YoungLink19 In reply to Captain-Kiryu [2012-03-31 16:51:06 +0000 UTC]

You're welcome~!

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Anniar [2012-01-21 13:54:45 +0000 UTC]

Thanks for the watch! <3 ;D

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YoungLink19 In reply to Anniar [2012-01-21 19:19:49 +0000 UTC]

No problem!

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foshizzel [2011-09-14 02:38:08 +0000 UTC]

THAAANKKK YOU! For the FAVE! <3

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YoungLink19 In reply to foshizzel [2011-09-14 17:35:23 +0000 UTC]

Haha, you're welcome!

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legionnaireblue [2011-05-28 17:54:42 +0000 UTC]

Thanks a lot for the fave

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YoungLink19 In reply to legionnaireblue [2011-05-29 03:36:15 +0000 UTC]

You're welcome~

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E-Man276 [2011-05-26 16:09:06 +0000 UTC]

Oh, Young Link! Look at what I created with Engine Edward!
[link]

Sure, it seems a little crude, but once I find a better programmer, I can make a better game out of this one!

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YoungLink19 In reply to E-Man276 [2011-05-26 16:52:40 +0000 UTC]

It looks good as far as a demo goes.

I do want to make platformers myself, but that will have to wait, with all those other ideas I have (plus the fact that I'm too lazy to get to actually work). Platform is more difficult than games of other genres to make too.

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E-Man276 In reply to YoungLink19 [2011-05-26 17:14:31 +0000 UTC]

You don't say... Well, I'll go check those two guys out. In the meantime, how about you find more coders who are just as talented and not very busy?

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YoungLink19 In reply to E-Man276 [2011-05-27 00:43:14 +0000 UTC]

Well, I just happen to know those two guys without really trying to specifically look for coders. I don't know how to find more coders other than just random searching.

I'll tell you if I get to find more of them, but please don't expect me to actually get to find someone like them soon.

With an existing engine, I guess most of the additional coding work would be interaction programming other than those related to platforming (when A is triggered, make B happen). I'd say that part should be easy enough for you to handle, since the work you've shown thus far show that you know your way around coding for basic interactions.

Feel free to ask me if you have situation-specific questions. Well, if it's situation-specific, you can probably ask those two too. Meanwhile I'll just try to pay more attention to the coders around, I guess.

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E-Man276 In reply to YoungLink19 [2011-05-27 00:45:29 +0000 UTC]

OK then! I'll give you charts and diagrams whenever I find a situation I want to illustrate.

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E-Man276 [2011-05-15 21:13:43 +0000 UTC]

Hey, Young Link, what have you been up to?

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YoungLink19 In reply to E-Man276 [2011-05-16 13:43:17 +0000 UTC]

In terms of making new stuff, those stuff are in my gallery. The one called "Blocksembler" is a semi-successor to my old Scene Builders.

Other than that, I'm taking a rest from school, but will start an internship job soon. I can imagine things to be rather busy later on.

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E-Man276 In reply to YoungLink19 [2011-05-16 15:29:24 +0000 UTC]

Well, in case you're interested, I've finished the first part to "Epic Ninja Doopliss" awhile back. Since animating with sprites feels too limited to me, it seems unlikely that I'll make a whole lot more animations like that.

By the way, I often have thoughts on making a platform game, but since I'm almost useless when coding things (the best I can do is make buttons and simple dragging objects), that's not exactly going to get off the ground until I find a decent coder to help me.

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YoungLink19 In reply to E-Man276 [2011-05-17 10:45:52 +0000 UTC]

Hmm. Have you posted it here? I can't seem to find your work... Animating with sprites is, at least, easier than drawing each frame yourself. If you have to deal with complicated movements, a non-artist like myself would have just used 3D instead to avoid drawing every pose and angle.

If you do know a bit of programming, try looking for a premade engine, like this: [link]

I can't say I am even half-decent at writing programs. I would have wanted to look for people capable for that too. Sometimes I just wish to see devices that can read from people's brains and turn ideas into complete software output.

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E-Man276 In reply to YoungLink19 [2011-05-17 13:36:48 +0000 UTC]

Yes, I've posted all my animations on this site. I don't see why you're having a bit of trouble, though.
[link]
[link]
[link]
[link]

By the way, when I said it was easier for me to animate traditionally, what I mean is that I can create poses on the fly without having to go into an image editing program to do the tedious task of modifying sprites. Plus, I can even avoid doing all that sprite crediting jazz because I created everything myself. Still, I can see how drawing and inking a 2-D animation can be tedious (unless I use limited animation techniques that are the norm for the industry), which is why I should try to make better use of Maya in the future (not only for its 3-D, but also for its "auto-shading"). Who knows? I might be able to see if I can use Maya to create pre-rendered sprites, just like the ones used in the Donkey Kong Country games, for all my future sprite needs.

Also, allow me to tell you a little secret about 3-D. Unless you're using already made models from certain web sites, such as the Models Resource, using a 3-D modeling software is more artistic than you think, Young Link! Since you have to model the world and the characters, apply the right textures, put the characters and props in the proper places, and set up the lighting, there's actually a lot of artistic work that goes into 3-D modeling, or CGI (computer generated imagery) as I call it.

As for the premade engine you've showed me, Young Link, that's actually a pretty good idea! Although my concerns are that I don't think it would be easy for me to place cut scenes and Wario Land-ish "power-ups" into the engine, I'll still take a look at it and maybe find some additional help with giving my platforming game more of the good stuff.

By the way, that idea about the computer reading your mind is actually a good idea! I had a similar idea to that once, but instead of mind reading, you actually give a computer a real script (not unlike the script actors read) and some diagrams, so it can understand it and give us the coding we need!

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YoungLink19 In reply to E-Man276 [2011-05-17 14:36:14 +0000 UTC]

Thanks for the links. Your gallery was a quite large and I didn't figure how to navigate it Your animation is technically very well done, although it is obvious that the types of tools involved here are somewhat easy. If anything, you are definitely better at animating stuff than I do.

Full-fledged 3D would be difficult, yes... but how about those 3D-to-Flash software? The ones like SWiSH or Swift 3D? I have not tried to make 3D models from scratch myself (besides some really simple CAD drawings), and I can imagine that attempting to make one would result in some low-resolution, inaccurate model that is hardly appealing. It still saves time if I am to approximate what characters would look like in different angles, compared to drafting the 2D characters in frontal or profile pose before transforming. (In the context of sprite or artwork-based animations, I mean pre-made 3D models rippd from the games.)

Diagram-based programming has been there to a certain extent, but I don't think you can use those to make things as complicated as some of the video games out there. And programs made this way can turn into mess just as easily as text-based codes.

Since you mentioned places like the Model Resource... do you know where else can I find ripped models? Some of these resources (like Brawl ) are far from being complete.

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E-Man276 In reply to YoungLink19 [2011-05-17 15:07:47 +0000 UTC]

Thank you for the complement on my animation skills! Although I do admit that END (Epic Ninja Doopliss) has its fair share of tweening (including when I use pans and zooms), some parts of it are actually animated frame by frame (despite how unnaturally smooth most of the characters' facial expression are, I had to do all of those frame by frame).

For 3-D-to-Flash software, I've never tried that before. I would just render a CGI animation and place all the frame into a Flash, but my biggest concern is that it'll take a lot of megabytes, which really isn't that good; however, you are right about using CGI models for animation help. More than once, I sometimes consider making a crude CGI model to help me get the poses and angles right, but I think I would need to start another big animation project before I get around to that.

Oh, so if I let a computer read my script and diagrams directly, I'll end up with spaghetti coding? Well, if that's going to be the case, then I might as well give all those things to an actual programmer, so he (or she) can translate all that into the proper coding for the computer to read.

As for other resources that contain models straight from Brawl, I don't know of any off hand. Since the Model Resource has been the best thing since sliced bread to me, I've been looking into that more than any other web sites that have similar content.

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YoungLink19 In reply to E-Man276 [2011-05-17 17:14:04 +0000 UTC]

I see. I can see the frame-by-frame parts as well (although I could be wrong at that). Even though it doesn't involve much variety (say for example, use of filters, inverse kinematics, importing processed video from After Effects and all those other things in later versions of Flash), it was obvious that a big load of effort was put into it.

Graphical or other non-code input for programming does not always result in spaghetti coding; it depends on the interpreter itself. In this case, however, the diagram itself is very complicated that it is difficult to read it if you're not the one who wrote it. This makes the screenshot there the graphical equivalent to speghetti coding.

I think unlike sprites, the user base of models is not as big, thus resulting in the lack of resources. Players of certain games (such as Team Fortress 2) would make use of such models more often, but as far as Mario or Nintendo gamers go, this is not a popular media type for fans to collect.

(I have noticed that your use of language is rather formal. It's rather unexpected for Internet users to write like this in a casual environment.)

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E-Man276 In reply to YoungLink19 [2011-05-17 17:37:56 +0000 UTC]

You have, huh? Well, I'm not a fan of using chat room terms, such as "lol" or "r u," so I guess that sets me apart from everyone else on the web... But then again, I'm actually more friendly than I sound and I do have a sense of humor, so I hope you're not intimidated by the way I sound.

Also, I can see how Team Fortress 2 models are more popular than other video game models. Since there's a lot of memes associated with that game and Garry's Mod popularizes the usage of the TF2 models, that actually makes a lot of sense... Still, if models suddenly become the norm instead of sprites, then it would make sense for the demand for models from other games to arise for the purpose of next-gen sprite comics and maybe even animations just as epic as the Super Mario Bros. Z series!

By the way, Young Link, do you happen to know any coders friends who are better than you? If you do, I could probably look them up and see if they can help me when needed.

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YoungLink19 In reply to E-Man276 [2011-05-17 18:47:56 +0000 UTC]

I don't think models will surpass sprites soon. When you make things, you'd want the tools to be readily available to you and easy to use. Sure, those tools by Valve make things a lot easier, but there are still very fundamental differences between working on electronic paper and virtual 3-dimensional space. Still, this doesn't mean no one needs 3D models - remember A Wii Adventure ?

Coders better than me? The answer's yes, but as you would have expected, being good often means being busy; and I don't know whether they can give you the help you need. Here are two of them, both are ActionScript coders:

TaroNuke, of Super Nuke Bros. fame - that game is basically a Smash Bros. clone, the alpha version of which should be online.
Wonderwhy-ER, professional coder whose interest includes making browser gadgets with Flash.

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E-Man276 In reply to YoungLink19 [2011-05-17 19:03:40 +0000 UTC]

Oh! I remember that! That guy did a great job modeling everything to make it look like the Wind Waker! It's a classic!

As for these guys, I'll talk to them when I'm ready to see them since I know they're busy and such.

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Araiya [2011-04-19 16:10:00 +0000 UTC]

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YoungLink19 In reply to Araiya [2011-04-19 17:04:54 +0000 UTC]

You're welcome!

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supertimer [2011-03-31 15:22:09 +0000 UTC]

Bonne fΓͺte mon garΓ§on!

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YoungLink19 In reply to supertimer [2011-03-31 18:26:28 +0000 UTC]



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ReikoNatsumi [2011-03-16 16:57:35 +0000 UTC]

Thank you for the fave

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YoungLink19 In reply to ReikoNatsumi [2011-03-17 08:34:38 +0000 UTC]

You're welcome!

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ReikoNatsumi In reply to YoungLink19 [2011-03-17 18:42:56 +0000 UTC]

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ReikoNatsumi [2011-03-16 16:57:34 +0000 UTC]

Thank you for the fave

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ZeloBlake [2011-02-28 18:38:30 +0000 UTC]

thanks for the llama

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Eastbeastfilms [2011-01-31 16:28:02 +0000 UTC]

For your scene builder, you had various paper mario BG's you used and gave credit to rogultgot for. Could you give me the link to where you got them, because I can't seem to find them?

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