Now that my indie game has a map and fast travel it is really satisfying to see just how much of the world is finished so far~
Rediscovered this treasure. My bible circa 2009; discovered I still use most of the tricks I learned from this book today. Animating waves using masks, proper gradients, animation principles, etc. Its advice is still relevant even after Flash's demise.
I had a lot of game ideas I wanted to make in Flash, most of which never escaped their notepad concept. Had a few successes, a Tetris-blackjack combo called DiceJack, and Rawrysaurus, a kaiju game where you escaped from a tidal wave. My first forays into game dev.
Thanks Chris Georgenes.
testing particles
Most recent character for Stardust Survivors : M.R.! A space-enthusiast who can call down rolling, flaming meteors. From Space™! These meteors can be upgraded to split into shrapnel, cause impact explosions, or leave a burn!
This makes... five characters so far. Once we've got her working in Unity, there'll be only one more to complete our first set of characters. After that, I'll be focusing on level design.
I’m 34 now! Depression is striking, but we can’t let that stop us from Making (for long)! Bounder Games has been active for a good 10 years, and we’ve still yet to release a fully-featured game (beyond a simple puzzler, Combo Carts). I have to admit, this is a constant blow to my self-confidence. In 2017, we were jetting all across Europe to show off Armoured Engines. But that steam seemed to run out of our indie dream. Honestly, it’s a struggle somedays to even sit at the computer.
Throughout social media I see developers working whole-hog on their games, so many amazing projects that I want to be excited for. Yet that excitement hurts, poisoned by my own inability to do the same. A toxicity of my own making, something I need to work hard to clear out of my system.
We thought switching to a new project would re-light the fire, and it did for a time. But even that stalled out half-way down the track. The development curve is steep, and I’m somewhat at a loss as to how to surmount it.
That’s not entirely true, I do know what the solution is: "elbow grease". Nothing gets done unless you do it. So I’m gonna keep working through my checklists, one step at a time. That’s the only way anything gets made. I’ll make Version 34 of myself better than the last iterations, if only by the merest of margins. That’s enough.
Used to see a lot of 3D art back on Twitter, glad to see others like @molegato keeping it going on other platforms. If you haven't played their game Frogun yet, go grab it on steam! Great, classy platformer. I love those low-res pixel textures; they tend to come out quite crummy when I try making them, so I appreciate the talent.
I saw one of their tags as "WireframeWednesday", so let's give it a bash. MR's spawning in to blast some crazy alien noggins!
Here's a weird optical illusion I found while modelling: the two black lines in the center are completely straight, yet there's this bulge in the middle. :'V
Talking about the level design in ‘Jak & Daxter’ on the PlayStation 2. Source: Official U.S. PlayStation Magazine Demo Disc 51. Support us on Patreon
I've been called into college to fill in for an animation class. Looks like they're using Illustrator to make art and After Effects to animate. It's pretty early on in the term, so I'll start from the basics to see what they know already. I use Inkscape for Armoured Engines (main art) and Stardust Survivors (icons).
I'm not that familiar with Illustrator; Inkscape is my vector art program of choice. I'm going to be helping out the students with their work, so I've got to familiarise myself with it. There's a few oddities; you have to use a different tool to add nodes instead of just double clicking. But it's functional so far, once I looked up a few shortcuts.
A little snowman should be easy for them to make, simple shapes for a simple character.
Following on from yesterday's post, another interesting presentation came from Victor Paredes of Moho. Moho is an animation software that does quite a few interesting things with vector art. Two things really caught my eye; the first was pairing recorded "actions" to control bones, causing really smooth 3d motion for 2d objects. Full on head turning for 2d characters can be pretty challenging, but Victor made it look effortless.
The second was "Line Boil", which reanimated the art applied to vector lines, giving it a really nice, natural, hand-drawn look. There's a certain stiffness associated with vector art, and this completely masked it.
I'm gonna keep my eye on it; there's a 30-day free trial if you want to have a go. The demos they had on display were immediately eye-catching, so if you're interested in a bit more "art" on your vector art, give it a gander.
Magic Trickery! 🐇🐇🐇🐇 Oldtimer and UFOh My!
WISHLIST Magic Trickery on STEAM! Pretty please and thank you!