Made the happy discovery that LÖVE supports pixel shaders now; used that to make the character’s tentacles more tentacley and to make a simple sinking effect for the boats.
Posts Tagged ‘graphics’
It took me a full day (- 6h give or take) to make an animated, low poly mecha. This is why I’m not a graphics artist.
You can see the 32×32 texture in the top left corner. I didn’t even use all of that yet.
Tomorrow’s for gameplay then. Gotta keep it simple, but taken that I have no ambitious design this time, it ought to happen.
Now for some well earned sleep.
Apart from a few hiccups in the Blender animation pipeline, importing the model to Unity wasn’t a big deal.
Pretty, huh? A little bit of paint and we have ourselves a nice All-Purpose Armored Vehicle™
Once again the theme was one of my least favorites so I just sat down to learn some Blender magic and make 3D models.
It took me quite a few hours to figure out how to do bones, rigging, inverse kinematics and animation, but, despite Blender’s quirks, I managed.
It’s a bit rough at the moment, but IK makes it easy to tweak and create more animations.
Gah! I need to do texturing as well…. Hopefully I’ll have some time to spare for coding too.
So yes, I participated in this thing, and I made a thing. Things happened. Very things. I am proud.
I accomplished my goal of making a game which has significantly heavier emphasis on my background art. I required a simple-to-code game which allows me a significantly larger time budget for art.
I pulled off a similar game jam from over two years ago in the same time, but with multiple tower modes, a functioning upgrade shop, a functioning tutorial, multiple waves, including one boss.
You can see the earlier game jam which I just the graphics for. Being from two years ago, it was clear that while I felt I was a hot-shot at pixel art, I was significantly faster. My drawing fundamentals were much stronger and I could accomplish even more amazing things in significantly less time.
I’m probably one of the many people who pre-plan their games before the game jam starts. I originally wanted to make a sequel to another past game jam, recycling old code and making a rogue-like hack n’ slash.
My only real dissappointment was the lack of content where I am using a game that would benefit from having alike at least five more waves for players to go through. Programming also took longer than I thought, though this could easily be myself underestimating the scope of something as simple as what I have. However, programming was actually roughly half the time I spent. The other half was on graphics.
Oh yeah, some art assets were either rushed or unfinished. If people don’t notice, I could instead consider that a job well done, when I am able to make half-finished or rushed assets which people cannot tell was rushed.
Of course, being a pixel artist, I put heavy emphasis on graphics to highlight my strengths and downplay my weaknesses. I purposefully go for games that are more art-heavy and lighter on programming. Drag n’ drop programming ensues (lol, I write GML instead of drag and dropping actions, but yeah)
See this rabbit? It seems pretty clear that my major influences are Japanese-style RPG’s from the 16-bit era
Cutting corners with palette swaps is also something I love doing, but of course. I also make superficial changes so it’s not a true palette swap too
I also have worked my ass off into learning how to draw trees. I was high on THC when I made a realization of the sheer magnitude and the sheer magnificense of copy and paste as nature does with plants. This tree is basically everything I know about a tree’s anatomy, more or less. If you look closely enough, you will also notice that I copy and pasted the leaves in several areas to save time spent on drawing this tree.
I’ve in general also made massive improvements on my use of color, after getting feedback that I have not been pushing my shading contrast hard enough. I’m proud of where I got after what was basically an overnight improvement when I had to completely rewrite the way I saw color. All in the name of improving on your craft.
All in all,
I worked, improved, and I accomploshed. I basically made the game at a quality I wanted to make. As for the sequel to the past game jam that I wanted to make but had to do a TD as an alternative option, maybe I can work on that in my free time rather than waiting for a game jam.
Work harder, expand my visual library, hone my artistic fundamentals, I am totally looking for the next Ludum Dare.
Six (???) hours into the dare, spending a lot of effort into graphics. Here’s what I have thus far..
The line-thing Wanda’s swinging from was a black line most of the way through this, which looked okay but was kind of boring. Took the last half-hour or so to make it a cool funky purple wave thing instead.
Anyway: ’tis done! The entry page is here.
Den of Thieves is jammin’ for the Ludum Dare #30! The game, currently called border patroler, is about protecting the world from the northern alien invaders. You shoot them. You shoot them all. Make sure to pick up powerups such as Homing missles and the Jimmy Hendrix Experience, or you’ll lose for sure!
The game currently has 2 enemies and 7 different powerups, but we might still add more. WIP/ final game will be up near the end of the jam.
“De Yuang” Anne Wijning – Programmer
Jere “Turtana” Jalonen – 3D modeller
I woke up an hour after the compo started, and spent the first hour thinking of possible interpretations of the theme. I ended up with an oilrig game – won’t tell more than that yet. ^_^
Here’s some work-in-progress of the oil rig:
… and let’s not forget nutrition, people! A pear-apple-banana smoothie!
So instead of doing something playable, I just went with more graphics and “finished” the main menu, the vertical lobby and the horizontal lobby. Since it’s an open area but you only walk in one axis, the “indoor” parts will be more narrow.
Probably changing the crystal in the menu with something similar to a flower, since the “bridges” endend up looking like petals.
I was the one who made the unusually challenging 10 Second Paper Flight. This will probably be a hectic Ludum Dare for me since I’ll be at a Christmas Party on the Saturday and work on the Monday, but what the hell, I like making games and I can use some of Saturday to plan something interesting.
Anyways, I plan to use the following tools:
- GitHub (Source Control, my first ever solo project to use source control :O)
- HaxeFlixel (Game Libraries)
- Paint.Net (Graphics)
- Tiled (Possible Level Design)
- iNudge (Possible music)
- Bfxr (Sound Effects)
My plans/advice so far for the jam, based on last Ludum Dare:
- Plan well.
- Constantly show your progress.
- Graphics and Music are just as important as the game itself.
- Know how and where you will distribute your game.
- Everyone likes Time Lapse vids
- Follow the 621 (Sleep, Food and Clean Yourself :P)
Everyone have a good Ludum Dare!
Hey guys! Just finished up an amazing Jam where the point is to link a button in your game to a charity of your choosing. You may have heard of it as we have all been talking about it for a few weeks now here on LD. Anyway, my game is called MINIMALISTIC TURBO and I am very proud of how this turned out. This was my first game with a menu, sounds, actual graphics, and I really am just really glad with how it turned out. I think what I enjoy most is the tight controls, gameplay, and how there are very few bugs, no really, I gave this to my testers and they couldn’t find anything that was actually a bug. A few small tweaks, but no game breaking faults. This is pretty big, if you remember my last LD game, a text adventure that was pretty buggy and more often than not break for testers. I am still pretty proud of the text adventure, it was really big for me at the time and still is pretty complex, anyway, that just shows how much I have grown.
Something else I added in this game were sounds I haven’t really had any experience with sound in games, I mean, I had played around with some stuff, but this was my first game that really embraced that and did it well.
I am a little bit unhappy with how my text ended up on the main menu, the taglines at the top are different lengths, and I couldn’t figure out a clean and quick way to center it because I am using outdated OpenGL and GLUT. if I could learn how to do textures soon that would be more than helpful. .-. I tried to get SOIL to work DURING the Jam, and well, that didn’t really work. However; I didn’t try too hard on that. I learned about getting burned out and sticking on a problem a while ago, in a Mini-LD. (Pro-Tip: When stuck on a problem, find a kludge, make a note, move on, come back to it later.)
Anyway, all in all, I am really proud I was able to do this, and I hopefully helped the Red Cross along the way.
Wanna play my game? You can look for it here, or download the game.
Use the hashtag #MINIMALISITC_TURBO to tweet about my game! Or, follow me on the twittertwaters (@powderblock) for live tweeting late night fun.
So here is my ratings
I’m very pleased with it, I knew what was my weakness so I’m not surprised. Last (and first) time I entered an LD, the 23rd, I was 26th on Graphics, and even if I really think to have done a better job this time, the competition was really stronger. So congratulation everyone ! I’m ready to do the next one and try do be better.
Never played it ? Here it is : http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=10985
Focusing on the post-compo is starting to pay off. Except for the HUD, particles and background, every other graphic has been redone. As soon as I finish reworking the graphics, I’ll begin to modify the gameplay. That will be the ‘post-compo version’. I plan to later redo the game itself, adding enemies, waves and bosses (there’s already a new ship, though :)).
I usually make a black and white sprite and then use an “multiply” layer to color it. This helps me to make sprites quickly (as I don’t have to bother select exact colors every time, only the tone) but makes the sprite somewhat plain and boring. Now I’m using 8 tones with 4 shades each, what made everything better looking (and clearer).
Take a look at the boss graphics evolution:
In past Ludum Dares I had a tendency to over complicate my projects with wanting graphics and animation that is more detailed than I can realistically achieve in the allotted time. Therefore, I am going super simple this time. In this screen shot there is the player, a collectible, and some walls. There are still some hazards and enemies for me to make, but with this simple style it shouldn’t take long.