Saturday, December 7, 2013
While I'm still working on the player's alterations, I thought I would jump back into the environments. Construct 2 added a new tile object that should make constructing levels much easier. Not loving my old building tiles, I thought I would go and alter them up. I'm pretty happy with the results. Using the original tiles as a base, I painted some new blocks/bricks, masked off areas to adjust color, and added a variety of window tiles for repeat. I also went in and randomly flipped some tiles to further break up the patterns. I need to do a lot more of these, but I think using this system for creating buildings will work the best.
Now to figure out the bottom floor store fronts.
Tuesday, December 3, 2013
Reposted from RBMC Blog:
I couldn't let Craig have all of the fun. Happy Birthday to our own Jim Giar. Your work constantly fascinates me. You have a way of translating your style and technique to a large scale that I never quite figured out. There are no tricks, no compromises, just a steady hand and confidence that I one day hope to have. I'm honored to call you my friend, monster, and a few other things behind your back. Have a great birthday!
Tuesday, November 26, 2013
Thursday, November 21, 2013
|Normal Maps applied to sprite are in Construct 2. Light on the Left, Light on the Right respectably.|
Go here to download the plugin for Construct 2: 2D Dynamic Lighting by Pode
If you don't know what "normal maps" are, its basically an image with color information that can help the computer render the shape based on the colors. So you can take what was a high polygon model, drop the number of polygons, lay a normal map on it, and the computer can render fine detail and simulate the shape based on the color information. You can find more information HERE
My idea was to simulate that with very flat coloring. I know that blue is the left side of a model and magenta is the right side of a model, so why can't I just use that for the coloring. I'll have my normal drawing without shading and then a separate drawing that will just have the shape information (the normal map). The light areas will be magenta and the shadow area will be blue. That alone will let the shadow flip when the character turns.
The best part is Toon Boom (and Flash) have pallet swapping features. So I can paint my character normally, render the animation, then go in and change all of the shadows to blue and other areas to magenta with relative ease.
I'm pretty excited about the implementation with only a few questions. 1) I know how to adjust the light, but I'm not totally sure what the parameters mean by themselves. I think the positions are based on the layout, but I'm not sure. 2) I'd love to be able to give the shadow a little color instead of just darkening the area. I've been using a cool blue shadow in the backgrounds and would love to carry that over.
3) Last, I'd like to use this for enemies and civilians. Can I spawn an enemy with its corresponding normal map and have it line up and animate correctly? There are containers in Construct 2 now so that might be the best way to go.
I'll will post any further developments on the blog.
Wednesday, November 20, 2013
The above are some variations on the gauntlets and below are those same variations on the level.
Tuesday, November 19, 2013
|New redesign sketch.|
So I think I've finally decided to bite the bullet and slightly redesign my character. Its something I've been fighting for a long time, but I've never been able to escape the Superman comments and I need it to not be the first thing that pops in people's heads. Not wanting to completely redraw all of my art work, I'm probably going to add a few elements and change the hair color. The only animation that I don't still have the original files for is the run animation. And that's probably going to have to be redone anyways. If not, I can just do a paint over on that one and call it a day. I've been mulling it over for a while and am reaching a point where if I'm going to do it, I need to do it now. I've been creating new player sprites the last few nights. I was "de-rezing" them and thinking about some ways to speed up asset production. At this point, I can just draw over some of the elements and it will work fine. Ultimately its just a hair color change and adding some gauntlets, rims to the top of the boots, and possibly a bit of trim to the cape. I'm not totally sold on the trim yet. I'll need to see how it looks when its shrunk down.
|Design for the new gauntlets|
Monday, November 18, 2013
Some big changes over here (not including the BIG change coming in 6 weeks). First up, I've finally started animating the new flying animations for the main character. Its been a long time coming, but I parked myself in a chair and got down most of the positions. I'm currently animating the cape for each pose. I thing I can do a base cape/flutter/section and just warp that and draw new curved edges. Could be a way of knocking out the animations much more quickly than before.
Speaking of time saving measures, I've finally broken down and upgraded to the current version of Toon Boom (version 8). I've been using version 4.5 for years now without ever seeing a reason to update. I already owned Flash, so that took the bone tools off of the list of must have features, right? Well, no. While flash did the walking animations for my civilian character just fine, it wasn't the most intuitive thing I've ever worked with. Toon Boom is designed specifically for animation, and you can tell with the tools.
I'm just now starting to experiment further with the software's more advanced tools. I think I can add in the occasional in-between drawing without have to rough, ink, and paint an entire new drawing. Also, if you've been drawing with Toon Boom and are unhappy with your line quality, please adjust the smoothing on your pen tool. Holy crap! I have never touched that and always hated the jagged and grotesque nature of my line work. Not anymore. This thing pretties it up nice. I have to remember that if I want a straight line by itself that I have to draw it first before going into a connected curve. If not, it will smooth out the straight line too.
Well, that's enough rambling, I'm hoping to have the rest of the angles done by the end of the week. With any luck, I'll be revamping the controls next week. Stay tuned.