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JeMhUnTeR

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Posts posted by JeMhUnTeR

  1. Hello sir, fancy meeting you here :P

    Currently I'm leading it with sorasky assisting me, but we are both busy with stuff(trying to hunt down a 3rd person to lead).

    As for our group, we are called WakarimashitaTL and we are. . . How we say, active, but not at the moment, since most of us have stuff to do in our offline lives. As of now, we stand about 12 people strong.

    If you need more information, do visit our site http://wakarimashitatl.wordpress.com/

    Or visit our IRC #wakarimashitatl

    haha hello derpigreg

     

    so yeah. If you need an image editor, just send me a pm.

  2. Heya! Nice project. So I'm assuming you're the leader?

    The VN looks nice, so I guess I could work as your main image editor. I'm currently part of Koiken Otome, so that takes priority. But once you get all the images extracted, I could start working on them right away (provided that I could slack off on Koiken and there's really nothing much to do).

    I can also help with video work, in case you need to typeset/translate stuff from the OP or ED.

    PS:

    What's that tool you use for reading VN scripts?

  3. hmmm this sounds interesting.

    But who's the leader???

    Are you guys gonna form a group? What do you call yourselves at the moment?

    How active are the members and how many people are there in the team?

    And I'd like to volunteer as a part time image editor, if you still need one. Considering the pace of the project, I can probably finish all the images alone (assuming there are about 30-80 UI images and around 5-20 CGs) before prologue scripts are ready for release. I can also do basic aegisub kfx and video typesetting, in case you guys are gonna hardsub the videos.

    I can't prioritize this project though, since Koiken Otome is my focus right now. Just leave me a pm if you need help on graphics. ^^

  4. first time playing around with After Effects. I can help with video work if we're altering the video itself (instead of using Aegisub TS).

     

    akane%2001.gif

    akane%20still%2001.png

    akane%20still%2002.png

     

    I haven't fixed the motion of the text (it's moving a bit faster than the kanji) since it's the most annoying part. I also haven't played around with After Effects' particles.

     

    Credits to Oystein for the original template/positioning of the text.

  5. We're looking for someone to work on the Opening and Endings. Both have been translated and the opening has had some work done on it, mainly timing. Whoever works on it will need to finish the timing, add kfx and Typeset it.

    We need someone ASAP but we will release Prologue without it if necessary. Please contact me if interested.

    I really should try messing around with AegiSub some more.

  6. Hello there katomic! Lol hurray to all the procrastinators in the world! And don't worry you're not the only one who watches the anime but doesn't read the manga. :3

    (personally I don't like manga since it's static and colorless and hard to follow and and and I don't know lol hehe)

  7. :blink:

     

    I think I miss something when I was away.

    yeah, just some issue that got delayed for so long because blame defendos.

    btw, to all team members, I accept signature requests if you want one like mine. PM name and position, then choose a background from my dropbox folder or provide your own.

    edit: past members are also free to request one

     

    edit edit: nope, no former members, apparently

  8. As a C++ developer you make me sad by using dev C++. Tip: it's horribly outdated.

    If you want to go for sane(ish) C++ development on windows, go for visual studio (2012).

    P.S. Don't worry I'll post my desktop soon, once I'm don with looking through this thread :P

    meh, I don't code in C++ that much anymore. I only used Dev Cpp since it was required for our class 2 years ago. Now we're using a normal text editor for coding, then compiling cpp files with Cygwin Terminal G++. And I also have Visual Studio 2012, and I know how much easier it is to use it (especially the window designing feature :D). But meh, I only often code in C# right now (because of Unity3D).

     

    // off-topic

  9. rigging the models would certainly take a lot of time and effort. If a company rushes the making of its game, there would be less polishing of the models. Stretching/squeezing of the muscles whenever the joints fold could break the model's proportion.

    Also there should be awesome shader effects so there wouldn't be hanging outlines or something.

    If you want tutorials, Maya should have enough to teach you on everything it can do. The program costs a lot tho (that's if you don't want to pirate stuff).

    I also see torrents of videos on 3D modeling tutorials on the internet. You should give it a go if you're feeling passionate about making 3D anime characters.

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