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Topics - Storyteller
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1
Pixel Art / [WIP}] The star of our show, meet Bob
« on: April 03, 2017, 12:50:55 pm »
So did this in GMS2, getting the hang of their animation and layering system.

Ended up collapsing frames on this, so its really just a base now.
Again, very flat, and I think the left (behind) leg is a bit too mudy. It reads as a little fat guy running, but still not "scurrying". Think I pretty much got the 'flow' of the walk cycle though. Kinda needs that 8th frame, around 5 or so, Its a seven frame walk, meant to do a 6 frame 'on threes' and probably should just do a 4 frame thats more exagerated, idk, maybe next session. The frame I think it needs is the 'cross' as the left leg hikes to swing forward.

Here is Bob:

newest


first draft


him runnin'



EDIT: 10 FPS


flow ok?
does it read?
add a frame for smootness or cut frames and exaggerate the motions?

Im working from 'the Animator's Survival Kit', the only run not listed is 'scurry' and Im thinking its the reverse of 'fast run' in the book, ie, leaning way back with feet out in front, instead of into the run.

2
Pixel Art / [WIP] the stage is set - for a very simple game
« on: April 02, 2017, 02:11:08 am »
I get inspired every so often to work on a game. I am not very good at it. GameMaker Studio 2 just came out and they revamped the image editor. It has good stuff and not so good stuff that was changed  ???

I am working on a simple arcade type game, where you avoid falling icicles. I have been brushing up on pixel art, though Im very bad at that too.

Here is my WIP screen



I stayed with very minimal palette choices on purpose. Im going for an NES or early arcade look. This 'game' should be done in a few weeks. Im not going to be adding much else to this, maybe refining a bit. I think I will make the clouds bigger and use part of the top of one or two for snow on top of the walls.

I might make a couple of platforms you can hide under.

My next task, is to make a little guy, run back and forth, probably 32x32 size. (so 16x32 but a 32x32 space for him to move it).

Beyond that, touch up the icicles and get things moving. I want to finish this game, even if its a demo. So Im not trying to make a masterpiece, but I do want to improve my skills.

So, a few pointers and maybe point out where I could have improved the tileset?

Its 'flat' on purpose, Im not good enough yet to really Sel-Out or shade, so Im working on form, contours and how pixels 'work' as a medium first. so Im really looking for improvements there, I know its flat and will look better if I increase my palette by a color or two, but I form first. Or is adding a color or two part of form at this scale?
How is my use of color? I want the background to fade into subconscious so my PC and the icicles will 'pop'. Am I close there?

Thank you, I hope to get this going over the next few weeks.

--Story

3
General Discussion / Hapless Happenstance
« on: July 06, 2015, 07:40:28 am »
Hapless Happenstance

this is a small project I am doing in unity.

it feature pixel (and maybe a little low spec) art. the palettes are heavily reduced and uses scaled graphics from a small image size, which often looks bad but I think can be made to work with the right program settings.

Hapless Happenstance is about a janitor or maintenance guy on a space reactor station of some sort. (oooh sci-fi) which is marked for scuttling (scrapping) and no one tells him until the alarms go off. He has to make his way out of the bottom of the station to the escape pods up top.

I may do this as preconfigured levels or possibly in a random-endless-runner-esque type thing. One thing is certain, lots of platforms to jump on and maybe some ladders. I like the idea of randomness to make it very replayable.

I know basically what it will look like and play like (you remember the end of metroid, where you had to escape after you kill mother brain? its like that, but it takes forever and you can get lost easier and stuff is trying to kill you)

this is really just a chance for me to hone my limited pixel art skills and work with low res, low palette techniques.

I will have artwork here over the next week as time permits. This project should be completed in about 4-6 weeks.


things Im making:

3-5 backdrops
5-9 platforms
1 player character
-standing
-walking
-jumping

optional
ladders
fans moving
doors opening
gears rotating
1-3 enemies (robots)
player
-ducking
-running

I dont want too much feature creep, this is just a simple exercise and 'mini game'

I am using this post as a 'project charter', I will be posting my sketches and block drawings over the next few days.

I am primarily using

sketckbook and mischief for concepting and blocking
graphics gale and grafx2 for pixel work (grafx2 looks awesome)
unity for coding
sfxr and musagi for music
shield android tv for deployment

see you over the next week

here is a link to some old images I made for this some time ago

https://drive.google.com/folderview?id=0B8kNS4Jz5Bx9fkQwNnJmMGJoS18yQ2ZseXBxZ1pyUjd0Tk9ra3B3ZTlWNi05MUVKQWVQa0U&usp=sharing


4
2D & 3D / J'Charra
« on: July 01, 2014, 07:55:35 pm »
so, there is this world I made up a long time ago, and I revisit it every so often and do a little more with it. I just finished my bachelor's and thought I would 'go back to the beginning', or at least a long way back in my design journal. there are a little over 50 games in my journal, J'Charra is one of my favorites. Itis a series. The first two games (northern seas and southern lakes) use the same engine and art style and are set in the same era. The sequel uses updated graphics, is more expansive and is set about a thousand years later.

here is some of the art I am making for the first game. Some is just placeholder, others are going into the game. a lot of this stuff is rendered models I have been collecting for 13 or so years or stuff ive modeled myself. I use photos from public domain sites and the scale, cut, skew, rotate etc, cut the palette down and hue shift to get what I want. Rendering I do the same thing, just over a transparent canvas and I have more control over lighting. I also have some software that renders 2d tiles using textures and masks.

Im sure a lot of these look over saturated or even blurry. A lot of this is just stuff I had laying around, as I get more into the project, the more my assets will be custom for the project, but the workflow is the same. There is some 'cutting room floor' in here, but Im interested in feedback on it anyway. I intend to update as I move forward in the project.



Design Document (currently around 30 pages, enjoy)
https://docs.google.com/document/d/16vrNC5VfvkPAIZTvlW6SNuckIo7pxBWZ_XDxNXycGoM/edit?usp=sharing


Character Generation
https://drive.google.com/file/d/0B8kNS4Jz5Bx9NVRsX1lVRU05azA/edit?usp=sharing


Town
https://drive.google.com/file/d/0B8kNS4Jz5Bx9eGZXNDRZcWw5UUU/edit?usp=sharing


Combat 'napkin' sketch
https://drive.google.com/file/d/0B8kNS4Jz5Bx9RmcwaHVyTmRzTFU/edit?usp=sharing


Combat mockup
https://drive.google.com/file/d/0B8kNS4Jz5Bx9Vmh0eXlKYkFwRnc/edit?usp=sharing


Combat mockup crystal/spell use
https://drive.google.com/file/d/0B8kNS4Jz5Bx9WTROTkxsSlF1cEE/edit?usp=sharing


Dragon Frog rough model, a boss monster in the north, a common enemy in the south
https://drive.google.com/file/d/0B8kNS4Jz5Bx9Q0w5THVkNE5vT00/edit?usp=sharing


very ugly trees
https://drive.google.com/file/d/0B8kNS4Jz5Bx9WXlwU3g3dkZCT1k/edit?usp=sharing


better trees
https://drive.google.com/file/d/0B8kNS4Jz5Bx9ZlN6RVFNVkNvblU/edit?usp=sharing


some color
https://drive.google.com/file/d/0B8kNS4Jz5Bx9ODlJdWtmakhzLTQ/edit?usp=sharing


lots of color, rainbow forest
https://drive.google.com/file/d/0B8kNS4Jz5Bx9YTlRMVN2YUlEMWM/edit?usp=sharing


final trees
https://drive.google.com/file/d/0B8kNS4Jz5Bx9NHh2NllCcXJhQlU/edit?usp=sharing


first trees
https://drive.google.com/file/d/0B8kNS4Jz5Bx9SlU0VHlYOUxKMG8/edit?usp=sharing

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