Posts Tagged ‘team tartan paint’

Content thiefs

Posted by (twitter: @stewthepoo)
Sunday, September 1st, 2013 2:28 pm

funny story, my blog was geting a random spike in traffic. and upon further investigation, they were redirects from a bunch of crooked looking flash game sites. some in russian, some have gigantic, suspicious watermarks.áték/20130830/you-had-one-job

this happen to any other teams out there? i should be angrier, but meh. the credits&hyperlinks in the game still work

LD27 `you had one job` Postmortem and timelapse

Posted by (twitter: @stewthepoo)
Wednesday, August 28th, 2013 2:50 am


our teams wrap up video.

hopefully i embedded the youtube video right this time 😀

you had *ONE* JOB

Posted by (twitter: @stewthepoo)
Monday, August 26th, 2013 4:57 pm

phew! thats us all done!




see our entry here

it`s a fairly simple timing mini game with a hospital theme. we tried to encapusulate the `10 second` theme into a setting with a sense of urgency (defibrillation) and irreverent humor. (wait till you see some of the negative score dialouge)


you had one job, post 2

Posted by (twitter: @stewthepoo)
Sunday, August 25th, 2013 3:56 pm


Day two for us! the majority of the art is done. we have game over screens, results screen, tutorial screens and even managed to polish one or two assets. decieded on a game name with a suitably gory title banner to boot.

game over steth title screen gore 2 upto date ish folder resultspatientdefib1test

one more day for us here to finish off the character animations and polish it to perfection :)

Team Tartan Paint snackaroos

Posted by (twitter: @stewthepoo)
Sunday, August 25th, 2013 10:10 am


This good people, is the height of food engineering and time management, coffee cake. No longer will our food and drink of choice be delegated to two separate states of being, where restocking used to take double the time. Now by fusing the two active fuels required to keep an artist alive, I can afford to spend twice as much time drawing this grim looking game over screen.

Team Tartan Paint reporting for duty

Posted by (twitter: @stewthepoo)
Saturday, August 24th, 2013 1:14 pm

Our rag tag ensemble this time consists of myself, Faisal and Bexio.

We`re down a programmer, but Faisal has been brute forcing his way with flash actionscript 3. Lots of swearing on that end, good fun. our game concept is a bizarre mish mash of warioware, trauma centre and music rhythm games. The goal is to revive your dying patient in a tight time limit. it`s a very simple idea but we`re going to add bucket loads of polish :) here`s stuff from our first days worth of work. (UK time zones a bit squiggly with ludumdares compos)

pulse anim clipboard lolmonitors assetspatientconceptscreen2

We`re planning on having the patients skeleton flash whenever you cock up the timing.and all the dialouge be delivered via a dr.cox/house hybrid

And of course, have some retina burning programmer art


and a demo

Team Tartan Paint Day 6

Posted by (twitter: @stewthepoo)
Saturday, July 27th, 2013 2:59 pm

Hi guys Faisal (Team Leader/Designer) from Team Tartan Paint hear again to show you the progress for today.

Character Art

All of the character animations are fully done. Characters have walk cycle, death animations and attack animations, all roughly 6 frames each.

User Interface

Stu has been adding some finishing touches to the User Interface including a main background and new UI background as well as the additions of new arrows

numbers ui bars arm health anim arrows bg overlay


Zac really took off today maintaining to start collating all the behind the scenes code together and getting the User Interface and game code to cooperate well enough to send information back and forwards without a hitch. He also managed to get combat working with health bars and the animations. The commander health is also working now. He is currently working on the AI and linking up the health of the bases with end conditions.

screenshot newest

heres the playable prototype for the day

team tartan paint day 5

Posted by (twitter: @stewthepoo)
Friday, July 26th, 2013 3:24 pm

Hi guys Faisal (Team Leader/Designer) from Team Tartan Paint hear again to show you the progress for today.

Character Art

Currently Jurgita has been working on animating characters, the walk cycles will be roughly 6 frames, as will the death and attack animations. The simple pixel style lends itself well to low frame animation.

frames showoffff

User Interface

Since Stewart has finished most of the environment art and has now moved on to finishing the User Interface. So far he has been able to produce more instruction screens and a new pause button, with rollover and click variations. And some buttons for the title screen.

pause click

A few more instructions screens have been created detailing the various units and user interface elements

nature units 1 fire units 1 water units 1

combat modifiers 2 advanced element hierarchy

I have also been working on the Main menu which now lets you see the credits and has a bonus screen, which will contain some unused assets and concept art.

There is a splash screen for the title in the works, but that’s categorised under `polish` if we have enough time.

Heres a sneak peek at the health animation, a crumbling statue of a gods arm. The final version will have animated crumbling dust

arm health anim


Zac has been working on more behind the scenes formulas for the combat and currently has combat play out.

Though some tweaks will have to be made to enhance collision and insert animation.

newest prototype

Team tartan paint ~ day 1

Posted by (twitter: @stewthepoo)
Monday, July 22nd, 2013 2:35 pm

Hi there my names Stewart I’m an artist from the Scottish gamejam team tartan paint.

Our game is a top down hexagonal strategy game with a Greek theme. We spent the past week brainstorming gameplay and design. We have a very unconventional yet accessible play style and we`ll be going into more detail it in the upcoming days courtesy of our team leader

In the meantime, I’m going to show off some of the assets we managed to whip up on the first day of production.

base screen

This was one of the initial mockups to show the positioning of the user interface and how the playfield is composed.

health progress

The game involves you sending units toward an enemy base, and the health indicator is to be a statue which crumbles the more damage you do.

The typical Zeus pointing lightning worked well for a placeholder, but now we`re thinking about having an hourglass which could shatter and crack. We`ll be focusing more on user interface once the initial terrain is done.


tile tests

Speaking of which, here are some of my efforts today to try and get tiling paths to be modular and link seamlessly, it was not a fun procedure. The more decorative, straight roads were a real headache and in the end I did a patchy looking cobblestone road to better success. as far as environment art goes, getting the paths working was the biggest hurdle, and mostly from here out it`s just fun draw times. No more modular nightmares.

I got all the necessary tiles done for mountain/lava environments done today, and a start on the water ones as well.


water progress

And our resident coder got the terrain generation up and running. every time you load up the .swf file you end up with a new level.


That’s all for now! It’s been a long day for all of us so sorry for the scrambled and hurried post. Hope the gamejam goes well for everyone!


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