@SteveSwink t.co/qbTXnapS8a (Today)

@Nukikero I'll look into it. Hopefully you can still get a plushie! (Today)

RT @OneMrBean: The Kickstarter Kountdown Party continues! Less than 3hrs to go! :O t.co/2uM68E2RWV t.co/3ABleAlxYg (Today)

@Nukikero Ohh bummer I didn't even know! Thanks for the heads up. (Today)

@mikekasprzak I must break myself of that habit. "I dunno how to solve this so I guess I'll just wander over here and... oh a funny video.." (2 days ago)

@twobitart something between human and clothing?! (2 days ago)

@joeydehnert I try to do this but it's hard to overcome the dread I'm building about all the rewrites that are waiting for me, haha (2 days ago)

@TyrusPeace hahahah awesome (2 days ago)

@TyrusPeace I find myself doing a lot of style/art/juice/particle stuff whenever I'm stuck on a harder problem somewhere else ;D (2 days ago)

@LyleCox Huh, interesting! Oh yeah, nice meeting you! Always cool to run into internet people in the real world ;D (2 days ago)

@konjak dont wanna get cramps! :3 (2 days ago)

@eigenbom Interesting! I figured it would be something like "the easiest stuff on the to-do list first" (2 days ago)

A lot of artists I know do warm up sketches and thumbnails... do programmers have warm up exercises or is it best to just JUMP RIGHT IN? (2 days ago)

@infinite_ammo is there a poster of Rick Berman (3 days ago)

@psysal so gdlk (3 days ago)

@NoelFB the party never ends noel... it never ends... (3 days ago)

@Zeomne Whoa thanks! :O (3 days ago)

@ADAMATOMIC @theBanov @infinite_ammo hahahahahh #busted (3 days ago)

@infinite_ammo @redlettermedia @ChevyRay @NoelFB WHAAAAAAAAAATT?? (4 days ago)

@BriProv Been using Spine but mostly because they had ready to roll code to drop into my engine to use their animation data. (4 days ago)

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posts tagged with: art

2014 - 2 - 27 / 5:55 pm / general

Dev Log: More Explosions

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Been having a lot of fun with my workflow of animating in Flash, exporting to a SWF, and then using ShoeBox to convert to a sprite sheet. There are some hiccups in the pipeline still, but hopefully I can get them ironed out before I get any deeper in the art department.

I should really be working on the actual game part of this game, and probably all the systems that are going to be needed to be intertwined, but at this point I'm having way too much fun with particles. I've been bound by the word of Flash and ActionScript 3 for so long. Having 30 particles on the screen in Offspring Fling was a nightmare for performance, but now in the land of SFML, C#, and Otter, I can spawn hundreds of particles and the game doesn't hitch at all -- not even in debug mode!

1 Comment

2014 - 2 - 24 / 2:19 pm / general

Dev Log: Explosions

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Been working on getting some particle effects going lately. At first I was trying out a workflow of animating in Graphics Gale since it's so easy to use for animating pixel art. The entire process was animating in Graphics Gale, upscaling in Image Resizer using an HQ 4x filter, then downscaling it and cleaning it up in Photoshop. Although this yielded some pretty decent results, the actual pipeline of getting it into the game from Graphics Gale was becoming a huge pain. Here's a sprite from this process:

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I did give Flash a try before this, and all I could find was this tutorial on how to export to a sprite sheet. I had a lot of issues with this process. First the entire SWF document couldn't be exported, only a symbol. Second is the fact that you pretty much have no control over the pixel size of a symbol, and therefore the size of the export. Thirdly the export to sprite sheet just didn't have enough options for my needs. This is why I passed on Flash initially.

Then I discovered that you can just export an entire swf has a .png sequence. Hooray! I can export a bunch of images of an animation, and since I can define the size of the swf, I can define the size of the png exports. Now all I need to do is somehow turn it into a sprite sheet.

That's where Shoebox comes in. This program is an Adobe AIR application that is sort of a swiss army knife for 2d game development. One of the features that I'm using in my current process is the frame sheet builder.

At first I was using the frame sheet builder with a sequence of png files, but then I discovered you can just use an exported swf file instead. So after all of that, my current pipeline for animating frame by frame stuff is Flash, export to SWF, use Shoebox to convert it into a sprite sheet, and then import it into the game. It's not a terrible workflow at all, but sometimes using Flash is a little infuriating.

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2013 - 9 - 17 / 9:51 am / general

Dev Log: Example Game Arts

Dev Log: Example Game Arts

For my upcoming 2d framework built with C# and SFML I'm building an example game that at first was going to be a super quick project, but when it comes to art I'm still a little stumped on what the best workflow is going to be.

The game is going to be a little simple platformer, and if this were pixel art then I would have no problem just jamming out a bunch of pixel art for it... but with high res comes all kinds of problems.

I usually have used GraphicsGale for pixel art and animation, but now with high res Gale is no longer a very viable option. There's animating in Photoshop but it's horrible for animating. I really wish the animation options in Photoshop were better. There's tools like Spine and Spriter, but they're more for 2d bone animation and don't really help at all when it comes to frame by frame hand drawn animations.

There's also the problem of tile sets. With pixel art comes a very limited canvas site and color set per tile so making tiles line up with each other is a relatively simple task. When the resolution of color and canvas size increase then it becomes more and more of a pain to make each tile line up. I tried this with Snapshot but eventually I gave up and just faked using a tile set by making a bunch of independent images about the size of a tile and just stamped them on top of each other. Unfortunately right now that isn't an option for this game since I'm using Ogmo Editor as my level editor and strict tiles is probably my only option.

Here's a quick sketch of what I want the game to sort of resemble and I can already tell the tile set is going to be a nightmare because of the bleed of certain tiles (like grass, even stones have bleed, argh!)

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So that's where I'm at right now. I'm continuing to chip away at code somewhat as I think about how to possibly solve these art pipeline issues, and I expect to be done with the example game sometime next month along with the first public release of the framework.

4 Comments

2013 - 5 - 7 / 2:58 pm / doodle

Doodle Post

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2013 - 2 - 15 / 10:36 am / doodle

Doodle Post

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2013 - 2 - 7 / 11:04 am / doodle

Doodle Post

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about

About

Hi there, my name is Kyle, and I'm a 27 year old kid with adult powers. I'm making video games and living the indie game developer life in Tempe, Arizona. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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