Wednesday, February 25, 2015

RBMC Gauntlet Day 1

Forgot to post this to my own blog.  Whoops.

Day 1 of the Rust Belt Monster Collective: Gauntlet has begun and I wanted to knock this out quick. The theme was "The Evil Mentor Armed Space Marine".  I Sketched quickly in Manga Studio, continued in that program for inking, and then brought it into Photoshop for some quick color.  Going to try and keep with this scheme through the week.  We'll see how it goes.  Bring on Day 2!

Monday, February 23, 2015


Wow.  It has been a while since I have put paint to canvas.  If I'm being honest, it has been a while since I've drawn anything.  The Rust Belt Monsters and I descended upon Cleveland's Brite Winter Festival with another mural.  We hadn't done a traditional, painted one since Ingenuity Fest so it was good to be back.  I kept my contribution small as I was feeling the rust (pun intended) but I ended up happy with it.  I'm looking forward to the next event and some bigger projects this year.

Friday, February 20, 2015

Cleaning Up My Events With Variables in Construct 2

Ok.  I am perfectly aware that this post is going to be extremely boring to people that don't use Construct 2, but Its kind of a big deal to me so I thought I would post it.  I must finally be getting the hang of this because I just simplified one of my triggers in a big way.  My animation is based on 4 variables that tell you whether the player is flying, carrying something/someone, where they are in the animation (starting, looping, or ending), and what direction they are moving.  When the player starts moving, the cape picks up and they take the posture of the looping animation.  After any starting animation ends, the variable changes to "loop" which lets me change to any looping animation based on my direction and not restart with the Starting animation.

To trigger the change to "loop", I set up a huge event that said if any of the starting animations end, switch the animation state to "loop".  The problem is that a have way too many starting animations.  I was typing a lot.  That's when I realized that I could use the variables to just say any of those starting animations end and the loop begin.  The picture might explain it better.  Boring...I know.  But my code is cleaner now and I'm not scrolling through giant lists of animations.  Also, it might speed things up because I'm not asking the computer to check and see if any of those animations are playing.

Next post will have more art.  Promise.


Monday, February 16, 2015

New "Carrying" Animations

This has been a long time coming and now that it is here, I wish I had been better prepared for it.  My original plan was to create my "Empty Handed" and "Carrying" animations simultaneously.  I jumped the gun and did all of the empty handed ones first and now I have to go back and find the old animation files I created in Toon Boom.  What I've ended up doing is creating new chest and arms and pasting them onto a duplicate of the empty handed animations.  Then I'm lining up new Spriter animations for the Civilians that line up with the player.  It works.  It's definitely not smooth, but it works.  Hopefully it won't me too much work.

More to come.


Friday, February 6, 2015

Back to Spriter

Has it really been 2 weeks since I worked on that "LiftNPC" animation?  Disgraceful.  Well, I'm back to work and squeezing in a little time during lunch.  I imported my animated player into Spriter to use as a guide.  I still need to go in and add some player hands to the Spriter object to the further sell the illusion, but that shouldn't be too much trouble.

After that, I need to add it into Construct 2 and see if it actually works the way I think it will.  More to come soon.