Tuesday, February 26, 2013

Still Flying



The more I work on the game, the more I hate the animation that plays when you fly fast to the right or left.  its just entirely too flat and uninteresting.  I'm going to take a second pass at it when I get the chance, but I'm still struggling with the transition animations.  I have a busy week ahead of me.  Hopefully next week I'll be able to post my problems to the forums and get some kind of insights into what I'm doing wrong.

Tuesday, February 19, 2013

Maggie Simpson In: The Longest Daycare


I remember when it was next to impossible to see an animated short unless you went to the movie it was attached to.  I'm really only referring to the Roger Rabbit short that was in front of Dick Tracy, but it was still hard to see!  Either way, they released the Simpson's short, "Maggie Simpson In: The Longest Daycare", on Hulu.  Its pretty great.  Check it out.

Monday, February 18, 2013

300th Post!

Finally solved my "carrying" problem.
This blog has definitely come a long way since my futile attempts at learning C# and XNA.  What with the recent announcement of XNA's demise, I'm not feeling too bad about my failure in that arena.  Luckily, Construct 2 is doing a pretty good job of hiding my inability to code so its all smiles over here.

So I'm writing on Scirra's forum about a problem I have with the NPC's and Objects I'm lifting snapping to my original image point.  In the middle of my begging for help, the answer comes to me.  I never placed the image point to be used for the objects on top of my new idle animations.  A quick fix later and it was there.  It was a pretty easy fix too so I'm glad that I finally figured it out.  I really appreciate the help I've gotten in the community and would hate for people to think that I'm abusing it.

I still need some kind of transitional animation for the lift, so I think I'll be doing that next.  Maybe I can just put a couple frames at the beginning of the NPC's animation and then just have the static "being held" frame be at the end of the animation.  Hmmmmmmmm.

Friday, February 15, 2013

Falling Fixed!

Felt like drawing a tree.  Doesn't look pixely enough.  Might take another pass.


First off, the big news is that my falling animation problems have been fixed thanks to Construct 2 user WretchedShark.  Turns out Booleans are far more useful than I originally anticipated.  I'll probably be using it in the near future to work out my transition animations in flight.  Right now I have them set to button releases, but that doesn't really help me when changing direction.  I'm pretty sure I can fix this pretty easily.

What I'm having much less luck fixing is the lifting and carrying of NPC's.  Right now I have a system in place designed by Awesomonium on the forums which cleverly uses a sprite's unique ID to attach it to an image point on the player.  The problem is that the NPC shoots down to the image point first and only shifts to the correct position once the player moves.  I'm hoping that I can trigger a lifting animation that will help the transition but I'm hitting problems with where to place it.  Looks like I'll have to go back to forums to seek guidance.

Falling Problems Solved On the Forum: LINK

Tuesday, February 12, 2013

Superhero Game: Current Build 2-12-13


Finally got in the jump and falling animations into Construct 2.  They were a little bit tricky as I had to tell the animations to trigger once the jump and fall started.  If you tried using "platform falling" it would just freeze on the first frame of animation.  I also went in and updated the silhouettes of the buildings as more than one person referred to them as "mountains".  That's a quick and easy way to tell if you've failed as an artist.

So my current problems are:

A: If you fly around for a little while, the falling animation doesn't trigger when you come out of 8-way movement and into platforming.  It works fine at first, but quickly forgets what its doing.  So, basically, it will hold on whatever animation was playing during the fall.  It bums me out.

B: When you pick up items/people, they immediately stick to your foot and the player animation doesn't change until you move.  I'd like to have a couple of frames of animation for picking them up, but haven't quite figured out how to do that.  Looks like I need to pay a visit to the forums.

Feel free to check out the most current build of the game: Superhero Build 2-12-13

Sunday, February 10, 2013

Tippy Work in Progress



Finished up my piece for the Rust Belt Monster Collective's tribute to the Art Instruction School's characters.  I wanted to try to continue my path of digital markers in Sketchbook Pro 6 but also add some texture in with pencils.  I'm pretty happy with how it turned out.  See the finished piece here: Rust Belt Monster Collective



Wednesday, February 6, 2013

Samurai Sketch and Photo Reference



Just a quick sketch based on a photograph I found on Deviantart.  It really went a long way to remind me that a lot of posing problems and anatomical mistakes could have easily been corrected by just looking at some photo reference.  Its something I really should be putting into practice more often.  I mostly notice it when I'm drawing something from behind or in some kind of crouching position, but it could probably be applied in most anything.  Hopefully here is a first step towards that direction.

See original image from Senshi-Stock here: Jade Some Kind of Sword Pack 1

Tuesday, February 5, 2013

Toonboom Troubles And Jump Animation


Seems like I haven't posted any progress in a while, but I've definitely still been working on the game.  The new jump animation is in its rough stages (with a little wonky arm movement) and I just need to flesh it out in Toonboom. Above are the key frames for the animation which I will be filling out more with the inbetweens.  I'm hoping that I can double up on some frames and only animate the cape, giving it a fluid look with less work.  

Speaking of Toonboom, I'm not sure if its just the version I'm using (4.5), but I can't resize all of the drawing on a layer at the same time.  I'm not talking about in camera view, that's just zooming in and out. Basically, its creating situations where if I animate something by hand and import it in to Toonboom, I then have to resize every frame individually to match the size needed for the game.  It is a pain in the butt-cheeks. I don't know if its in the newer versions, and really don't think it would be worth the update for just that, but it is annoying.

Monday, February 4, 2013

Disney's Hercules Action Game


First off, I've never played this game.  I just think it looks really fun.  More importantly, it does some interesting things artistically that I'd love to apply in future games.  "Level Up!: The Guide To Great Video Game Design" has a section describing paralax scrolling and some good uses of it.  Games based on movies have an unsavory reputation.  So this one stayed pretty far off my radar.

Looking at the video below, you can see that its camera work is pretty impressive.  The animation is not to be ignored, but traveling through a 3D level with platformer controls seems like a fun mechanic.  I'll probably scour videos of this more as I begin to work on my backgrounds again.  Take a look.