Posts Tagged ‘animation’


Posted by (twitter: @@blindskystudios)
Saturday, April 18th, 2015 11:23 pm

16 hours straight! beginning to envy our little flower character… he gets to lie down loads!

Dont feed the wildlife.

Posted by (twitter: @_Pix3M_)
Saturday, April 18th, 2015 11:16 pm





I made a thing and I really wanted to share.

Happy daring!

My Progress Thus Far

Posted by (twitter: @Phantom_Green)
Saturday, April 18th, 2015 6:37 pm

Instead of playing Mortal Kombat X, I’ve been making a game while thinking about playing Mortal Kombat X.

When Ludum Dare is over I will be playing Mortal Kombat X.

Now back to not playing Mortal Kombat X.

Movement Done

Posted by (twitter: @dekart1234)
Saturday, December 6th, 2014 10:48 am

Added some controls and movement, snowman and lumberjacks are now moving.


Some early progress

Posted by (twitter: @Alex_ADEdge)
Saturday, December 6th, 2014 3:35 am

First progress post for LD31 -things are coming along ok (albeit a bit slowly). Hoping once I get some character control underway by later tonight, I’ll start gaining momentum and a bit more motivation. All going well, I might get the core mechanics done in the first 24 hours.

Some screenshots!

‘littleman’ will be one of the playable characters, he’s the first version, there should be a bunch of different types with any luck (including ‘littlewomen’ as well) These guys go about their business, but should be expecting to be rudely interrupted. They also wont ever exist in the ‘computer console room’ in those screenshots. Those are for a different area of the game entirely, and also the main focus for the theme – but for now its just a testing zone :)

In the past hour or two Ive gotten some initial animations done, in the next hour or so I should be getting into the process of setting up character controls in Unity


simple walkcycle for littleman

*falls down*

whats going on here!?

[LD30] Animation on the way

Posted by (twitter: @CuberToy)
Saturday, August 23rd, 2014 5:22 pm

As I said in the first post, I’ll do all the animation with Spriter, which is a FANTASTIC piece of software.
Nothing complicated though, since I don’t have the skills to do something complicated, but I’ll try to make something people can look without having to bleed for their eyes.

Here’s a screenshot of the animation in Spriter.


I’ll try to do my best, but given the time and lack of talent, it will not be amazing :p


Here’s a little demo

Some links

Posted by (twitter: @royvanrijn)
Thursday, August 21st, 2014 10:43 am

I’ve been reading up on sprites/animation and pixel art. Here are some links of websites with good content:

Watch out! He Gonna Get You!

Posted by
Monday, April 28th, 2014 1:38 am


Front animation done. Phew…

Posted by
Friday, April 25th, 2014 7:37 pm



This took long enough. Pretty happy with his mushroom hat. :3

Walk cycle done, break time!

Posted by (twitter: @dManabreak)
Saturday, December 14th, 2013 1:21 am

Got the walk cycle done for the “plain” character template!

Walk cycle!

Time to take a small break, grab some coffee (downed three cups already!) and whatnot. Feel free to tune in to my stream at , I’ll be continuing with graphics for a while, drawing the actual characters. After that (probably in like two-three hours?) I’ll be doing more coding, and in the evening, it’s music time! :)


Posted by
Thursday, December 12th, 2013 2:29 am

Here once again. and I might do it once again. I hope I do good again. HowToBasic was a great idea last time. Wonder what I’ll do next…

FL Studio (SFX/Music)
Adobe Products (Graphics/Animation)
GameMaker Studio + HTML5 + Android (Game development. derp)

8-bit sfx

Remember. Tacos.

oh, and here is an animation of a pug chasing my friend that I made during the time I should’ve been studying for the finals.

How I'm spending my time to study... Making an animation of a pug chasing a friend


If you want me to make animations for you or whatever. I am willing to join a group. I sorta maybe don’t feel like doing my own thing this time but if I’m not in a group. then meh.

On the topic of Realistic Humans in games

Posted by (twitter: @RobProductions)
Saturday, July 20th, 2013 6:40 pm

For my new action adventure game I began to work with crowds and realistic human characters to serve as main characters. At first, I thought detailing and animating all these would be difficult… and it was. In fact, I’ve really only made a few models so far, and the “crowd” I had originally planned looks like it’s just going to take too much work to be a big part of the gameplay I had intended. Live and learn, I guess. This, however, didn’t stop me from modeling main characters for the game’s story. I found out that even a few simple face bones can convey a large amount of emotions. This model only uses 5 face bones – two for brows, two for mouth corners, and one jaw bone:


The eyes aren’t textured in this image. 😛 Lip syncing for my game is actually proving quite easy — because the individual sound sources play independently, using code I can detect the volume of just one character’s voice file and then smoothly move the jaw bone to represent the audio data. Sure, it doesn’t look the best, but with a little more tweaking it will be at the quality I want for the finished version of the game. (At the very least his mouth will move in sync with the words) 😛

The game is coming along very well, and I’ve been working on making some interesting levels and gameplay. Lastly here’s another hint on the theme and title:


Only one more after this before the big announcement! (Hopefully 😛 )

Happy Gaming, Ludum Dare! (Sorry for writing this in the middle of a Mini-LD haha)


Cpt. Sqrjaw Postmortem, Walkthrough, Timelapse and stuff

Posted by
Sunday, May 5th, 2013 2:56 am

The game:

Here’s the walkthrough (spoilers):

Tools used:
Engine: Unity free
Graphics: Photoshop, Flash, SAI
Animation: Anim2d
Sound: FL Studio + Massive VST + Goldbaby drums

The main goal was to field-test my animation system – animation editor and animation playback libraries for Unity.
The animation editor looks like this:

A lot like Flash with layers and nested animation clips, but with float frame values, “bones”/layer hierarchy, double keyframes for sprite changing.
And here’s the usage in Unity:

Fun thing is that you don’t have to manually import textures/sprites for animation, you just drop them into folder named “Sprites” and the system automatically picks them in editor, makes a library in Unity and stores textures into atlases (for now i’m using TK2d for atlas generation, but later i might remove this dependency).

In runtime there are 2 ways of playback – “rigid” – switches frame immediately, and “interpolated” – with possibility to crossinterpolate multiple animations, and overlay multiple animations. Rigid is faster and more useful for simple things like bullets, ui elements etc. Interpolated mode allows to smoothly switch between animations for characters. With overlayed animations in interpolated mode i could make the character shoot in 4 directions while standing, running or jumping, also landing squish was an overlayed animation too, so you could see the character counteracting the landing impact while continuing to run and shoot. And another fun thing is, it can be called with 1 line of code, like:

if(just_landed) anim_inst.OverlayAnimationReuseLayer("land", "stand", ...);

You can use different shaders and materials in one animation, it will create different meshes during playback, and if you use one material it will use the automatic batching.
Anyway if enough people are interested in this system, i’ll release it later.

I also used my polygon editor with some adjustments:

//that’s how you not use it, since physics only works good with convex polygons

In the last day i was kinda tired and sad, so i decided to screw around with FL Studio for some time, and made a simple electro-screechy thing using 4 Massive channels and funk-drums. I think it gave me motivation to finish at least something playable. It’s the first time i’m doing game music.

Wat left:
– I’ve spent most of the time fixing bugs in animation system, finding a way to correctly sort sprites by depth, learning how to use materials and shaders. In other words i ignored most advices about using only reliable tools that you are familiar with (again).
– I like to do detailed sprites and was anticipating to draw something with shading and stuff.
– The game is too short, with very few game objects and only one level (too little time was spent on actual gameplay, most of it went into technical stuff and debugging).
– There are severe memory leaks (materials and meshes) that i haven’t noticed (due to my poor knowledge of Unity) and that may crash your browser.
– It was too stressful.

Wat right:
– I did fix a lot of bugs in animation system, and made it work.
– I learned how to shader.
– Now i know how not to update procedural meshes and materials.
– I’m still new to Unity, and i’ve learned a lot from this jam.
– I did music.
– I managed to finish something playable, YAY!


Stop distracting me, LD blog…

Posted by (twitter: @Phantom_Green)
Sunday, April 28th, 2013 6:56 am


leave me alone, internet

It’s alive! ALIVE!

Posted by (twitter: @Phantom_Green)
Saturday, April 27th, 2013 10:03 pm

LD26 - Sonny

President vs Eevol: Art Postmortem

Posted by (twitter: @SunShiranui)
Sunday, January 6th, 2013 9:16 am

Hello everybody! This is the third of a series of four postmortems for our LD25 game “President vs Eevol“. Every article will cover a different aspect and point of view on the game’s development. The following post-mortem is on the game’s art design and is written by animator Daniele Piscitello.

President vs Eevol
Postmortem #3 of 4: Art

Good day! I’m Daniele Piscitello, and I worked as the only artist for Team OmniaRing’s first game “President vs Eevol”. As the other members of our team are doing I’ll talk a bit about some aspects of how the art and the animation of “President vs Eevol” have been done.

The game’s main idea was to have a sort of evil british gentleman infiltrating in the President’s mansion. The player’s objective is to find the hidden key and take it to the door in order to reach the next level sneaking silently and fooling the president’s armed bodyguards. When we came up with the game’s design I understood that, in order to properly follow the theme, we needed to give our protagonist an high level of characterization. In a few hours the basic look of “Eevol the evil” was ready. Most of the first of the three days was spent only on making that exaggerated sneaky tiptoe animation that immediately gave life and an evilish look to Eevol.

I decided that our protagonist should have had a very peculiar and evilish walking animation.

I decided that our protagonist should have had a very peculiar and evilish walking animation.

After that I designed his signature bomb. I opted for a classical looking bomb immersed in a teacup. That was very funny to do and I hope that it made the players smile for a moment.

president vs eevol bomb

I tried to follow a priority list for the graphic and the animation, so, after completing all the main character’s animations I noticed that half of our time had already passed and I still had to make all the other graphics. After I completed all the tiles that compose the game’s levels I understood that I didn’t have enough time to make a proper walking animation for the enemies. At the beginning the idea for the enemy’s design was to make them human. I have to admit that I never liked the idea because I thought it was too common to have human guards and that something different could have make the game atmosphere funnier, so I decided to make some floating robot bodyguards, which were easier to animate due to their lack of legs.

You need to make some compromises if you develop something in 72 hours, andanimating a floating robot was easier than animating a human.

You need to make some compromises if you develop something in 72 hours, and
animating a floating robot was easier than animating a human.

I would have loved to make animations for the enemies in all the four directions, but the thing I regret the most is that the levels are too much empty for my taste. In my mind, the levels should have been full of furniture and little things, but I fortunately understood in time that such level of detail is almost impossible to achieve in only 3 days.I hope that with the help of all the experience I’ve earned through this Ludum Dare, by the time the next one comes I’ll be able to produce a lot more in a shorter amount of time, even though I realize that animation is always a looong process.

I’m an animation student, but I started my course just this October so they haven’t even started teaching to animate anything yet, and therefore everything that I made for this game was absolutely self-taught. This was also the first time I seriously animated something and I’m very happy of the result and of all the amazing feedbacks I received for my animations. Thank you all! It was very important for me. If you want to know more about me in the future be sure to check out my Twitter account!

You can reach Daniele Piscitello via Twitter at:

Next up is the last of our four postmortems for President vs Eevol: the music postmortem by composer Matteo Gagliardi.

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