Thursday, October 23, 2014

Halloween Short: Back Ground WIP

The little animated short that I'm working on is really coming along.  I've been able to get a real jump on the background and hope to have that finished tonight.  With any luck, next week will be just the animation.  Much more to come!

Friday, October 10, 2014

Turtle Power...sort of.

I've had turtles on the brain this week.  My little girl has been dressed in classic TMNT garb and its been playing on my brain.  So I joined my fellow Rust Belt Monsters at the Akron Art Museum for Mural #31.  We only had 2 and a half hours to paint before the museum closed and we hadn't worked that small in a while.  All in all, I wish I had more time so I could add a second character, but I like this guy a lot.

Wednesday, October 8, 2014

Beginning Transition Animations

I had a little bit of time on break today so I thought I would try and knock out a few frames of animation.  I still need to complete the "start" animations for the flying angles.  Being away from the game made me forget a few of the problems that I was having, namely not being able to change the camera size in Toon Boom Animate Pro without resizing my art.  Sure would make my life easier.  Until I can find a fix for that, I guess I'm going to have to render out my character and cape animations separate and composite in Photoshop.  More of a speed bump than anything.  I'll file this one under annoyance.

I'm wishing I would have rendered the character art versions I needed for holding different objects while doing the standard ones.  My project files are getting complicated and I'm not sure I'll be able to figure out what frames go with what when working on the second and third set.  I might just end up taking it into photoshop and editing the existing art.  Sounds like a real pain.

Until later.


Monday, October 6, 2014

Start Animations and Memory Management in Construct 2

Things are slowing down and I've been able to add some more animation to my Superhero Game.  Namely, the the top half of the "start" animations in flight.  Granted, I was really just using the full "start" animation from flying to the right or left.  The cape fully extends so I can just pull out a few frames and it works pretty good.  The animations for flying down will be trickier because I'll actually have to hand draw the cape flapping upwards and over the head.  I ran into a little trouble with overlapping animations stuttering, but got that ironed out quick.

My newest consideration is the memory management in the game.  I've noticed that the download size (only 4 megs) is a far stretch from the memory used (118 megs).  I couldn't figure it out until today when Scirra posted about memory management.  Turns out, it doesn't matter how much memory your image file uses, the file gets converted to a 32 bit format that needs 4kb for every pixel when the game is started.  So even though a single frame of my animation is only about 3.7kb as a PNG file, it doesn't matter because the file is converted.  My player animation has at least 200 frames already.  The images are cropped, but start at 160 x 160px.  So that's a lot.

We'll see how drastically this affects me the in the future.  I might need to get smarter about my memory use.