posts tagged with: art

Quick CSS Animations

Quick CSS Animations
While I'm on a web development kick I thought it would be neato to point out some of the cool stuff I used for my new layout. I'm still working on game stuff that I am not allowed to share just yet so I gotta figure out other stuff to talk about on here!

Turns out in the modern era of browsers and css you can get animations with almost just pure css. When I redesigned the Super Meat Boy website I added some animations to a bunch of elements with just pure css. For more info on css animations check this out.

I wanted to get some animations going for hovering over image links on my new design, and some quick searching lead to animate.css. This handy stylesheet is full of animations that are super useful, but not exactly what I was totally looking for so I had to modify some things to come up with my own.

Dev Log: Upgrade Path Arts

Dev Log: Upgrade Path Arts
I'm home for the holidays so that gives me plenty of time to catch up on my missing blog posts for the month!

Here's something I updated in Sky Sisters a little while back:

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The assets for the "upgrade path" were a little lacking. Previously they were just some simple monocolored assets that had some minor effects. What I found though was that they were very hard to see against certain sky palettes. I tried some tricks like shifting the color of the asset around to make them stand out more, but I was having a hard time making them out. If I was having a hard time that meant that any players would have an even harder time, so out they went.

I opted for a more detailed asset that is trying to be more in line with how the upgrade diamonds look themselves. There are some minor issues with these but I don't see them changing much beyond this iteration.

Dev Log: Particle Polish

Dev Log: Particle Polish
I've just been hopping around on Sky Sisters revisiting some areas that needed a little bit more love. I wanted to make the upgrade diamonds a little bit more clear when the players touch one.

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The changes are super subtle but hopefully they get the message across a little bit more. I adjusted the screen flash and the particle burst when the orb touches the diamond, and I also added a flashing effect onto the diamond itself that gets more intense. I also shortened the overall time it takes for the whole effect to play out.

Gameboy Doodle

Gameboy Doodle
I've been messing around with Otter FNA and at some point I'm going to need a test project to throw together. I thought it would be fun to make something in the Gameboy style. Maybe something that looks like this!

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Oh right... I should be finishing Super Sky Sisters...

Travel Pillow Mock Up

Travel Pillow Mock Up
One of the main reasons I need to finish Sky Sisters is so I can get started on this dang game.

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The full version is on my twitter. This is the main reason I'm still looking for an editor that easily supports tiles with bleed over on the edges. If this mock up were using strict tiles I would end up with a billion different tiles and a billion tile layers to make it all work.

Anyway just dreaming of what I want to do next. Probably with FNA!

Dev Log: Sky Palettes

Dev Log: Sky Palettes
Back to chomping away at small tasks in Sky Sisters. One of the things I've been meaning to do is go back and make new palettes for the skies. When the players go through a portal that leads to more action the sky palette will undergo a big shift. This helps in showing the players that they're making some sort of progress, I think! Here are some of the new skies:

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I'm still using a shader to color the sky that uses a color look up table. I just load up a grayscale image of the game's background in Photoshop and then mess with a bunch of settings until I get a palette that I like. I then export a little strip of color that ends up being a 16 x 16 x 16 cube of color, and the game then uses that to colorize the sky in real time. I will never be able to make a game without shaders ever again.