Thursday, October 27, 2016

Need Your Disease


It has been roughly a year since I released my zombie pack on the Scirra store and it coinciding with Halloween felt like the perfect time for a sale. Threw together this gif for the release. I'll make another announcement when it is up. via Need Your Disease http://ift.tt/2ezVPK3

Wednesday, October 26, 2016

Need Your Disease


Doing a little Halloween sale on my zombie assets from last year. Thought I would do a zombie speed paint to promote it. Take a gander. via Need Your Disease http://ift.tt/2evF3fc

Friday, October 21, 2016

Need Your Disease


Like most things, I complain about doing them long enough that they aren't that bad until I get around to them. My most recent headache has been fixing my flying angles. I tried shoving 2 animations into each angle and it would just loop constantly. So I decided to just add more angles. It basically just came down to me duplicating each "bridging" angle (ex: angle between North and NorthWest) and splitting the coordinates in 2. I will have to go in and fix the main angles too, but that shouldn't be that hard. It is already looking much better. Hopefully I can get this ironed out soon and then start on the next set of animations. Still so much to do. via Need Your Disease http://ift.tt/2ee44eO

Thursday, October 20, 2016

Need Your Disease


Throw back to 14 years ago. Cleaning the basement and came across this in a sketch book. I don't hate it, but it has that ninja turtle brow and sneer that I used so liberally. #tbt via Need Your Disease http://ift.tt/2emNEmm

Tuesday, October 18, 2016

Need Your Disease


Took some time at lunch to make new BG assets. Looks like I have more work to do with my flight angles and wanted to work on something fun. This is just made in photoshop. I'll turn it into tiles soon enough. More to come. via Need Your Disease http://ift.tt/2e5dLP3

Thursday, October 13, 2016

Need Your Disease


All of the new angles are animated so now I just have to test them out in the game. After that, it will just be animating some additional cape frames. Not the most exciting work, but it is getting there. via Need Your Disease http://ift.tt/2ekYYPH

Thursday, October 6, 2016

Need Your Disease


Well, my little test worked. I just added a second animation at the end of one of the angles and it was able to put an "inbetween" between the 2 angles. Took a little finessing with the animation speed, but it is in there. Hopefully it will fix it up. The rest should be easier. It is just that pop from a 3/4 to a side view that is really obvious. Hoping to get them all done and in next week. Then I'll start on the diving animations. When they all work, then I can go in and animate some cape flaps. Things aren't moving as fast as I would like, but at least they are moving again. More to come. via Need Your Disease http://ift.tt/2cWNxHH

Wednesday, October 5, 2016

Need Your Disease


What to do, what to do?!?! So I keep looking at my turn animation and not being totally satisfied with how smooth it is. I'm sure it is way less choppy than it would be on an SNES, but I just want it better. At the moment I have animation triggers set up for ever time you are moving in specific angle ranges (hope that makes sense). I really don't want to set up additional ranges and triggers so I have a new idea. I already know that my guy is turning either up or down. So I can say "after playing the West Flying Up Animation then play the West Flying Animation 2". That way I can get 2 angles for the price of one. If you are turning 2 fast, you won't see the second one anyways. That turn is just slow moving so you can really see the animation changes. I think one more animation between each pair should fix it. Fingers crossed. via Need Your Disease http://ift.tt/2dL5FdV

Friday, September 30, 2016

Need Your Disease


So this week's problem is going to be figuring out how to have my player spin around when making an abrupt turn. Basically, you are flying fast up and then want to immediately go down. The character should bend over and reposition to the down pose. At the moment, I have global variables already set up that show the current flying direction and the last direction I was at. It is used for triggering the each angle's animation and not just sitting on one. I set it up to trigger the flipping animation when the current angle is South and the last angle is North, but it is also triggering when the reverse is happening. I might have to stop making it something that the engine is constantly checking and just have it check when I want. The other thing I noticed was that the Stop animation state (of the Start, Loop, and Stop animations) is triggered when you switch directions. That is because when I set up gamepad controls, I needed a way to tell when you weren't moving. I just said to check and see when the Gamepad stick's axis was 0. Worked pretty good and also set it up where if I was flying left and switched to right, it automatically triggered the Stop animation and then jumped into the Start. Look pretty good. Actually might solve most of my problems already. If I'm flying up and go to fly down, the character will animate stopping flying up and then start the beginning of the flying down animation (which will be the player bending and repositioning. WAIT A MINUTE. Oh, I could just edit this post, but why not come on this trip with me. If I stop while flying down, I'll just reposition to the regular position. Then I would just start the beginning of the up animation. Might have to animate the whole loop to make sure it jives. It just might work! More to come!!! via Need Your Disease http://ift.tt/2cGD1Jq

Wednesday, September 21, 2016

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Layered animation is now working. When holding an object, the player controls the legs, a separate sprite for the torso is on top of that (made red so easier to see), and then the object being held is attached to the torso sprite. I would be over the moon happy if: 1) the Spriter Object for the civilian didn't just stop animating and 2) if the object being lifted mirrored properly the moment it is picked up. As of now it doesn't mirror right until a direction is pressed. There is still plenty more to do to fix this one little thing. Ugh. via Need Your Disease http://ift.tt/2cZV9xc

Tuesday, September 20, 2016

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Oof. Tough couple of days there. I'm trying to get some of the Carrying and Civilian AI working. An internet friend was nice enough to set up some functions to help with the civilian's state machine. So then I set it up so that the players torso art will snap to place when you pick something up. Works great. Then I decided to have the Civilian/Spriter object snap to that Torso art. That didn't work as great. The civilian was always a little behind and would slide into place when the player stopped. Was bumming me out. On a whim, I decided to reorder the Torso Event and the Civilian event and now it works fine. No idea why. So my next hurdle is making sure the Civilian art mirrors when it is supposed to. Feels like it should be the easiest part, but it has been the most challenging. First it would flip only after the direction was pressed twice. Really annoying. I finally got that fixed (don't remember how) but the mirroring only happens after you start moving. I need it to happen as soon as they are picked up. Might give it another shot tomorrow. #construct2 #gamedev via Need Your Disease http://ift.tt/2cP6YnV

Friday, September 16, 2016

Need Your Disease


Happy days are here again! Had to rip out the old code and had to reimplement the "carrying" mechanic. Really a relief. Next step is to build a torso in Spriter, duplicate animations and erase the torso on those frames, pin Spriter object to new animation frames, and then set the civilians/objects to pin to a new image point in the Spriter animation. My number one fear is that you will see popping for funkiness when transitioning from a fully animated character to a hybrid. Here's hoping. #construct2 via Need Your Disease http://ift.tt/2cPndVi

Monday, September 12, 2016

Need Your Disease


Here's my entire giraffe with Randy Crider Art's dinosaur on another adventure. Felt good to paint with the Rust Belt Monster Collective again after a brief hiatus. This one actually came together much quicker than they normally do. Hopefully it is the start of a new comfort level with the paints. via Need Your Disease http://ift.tt/2cGTOs8

Sunday, September 11, 2016

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I think the head is done. Came together quicker than normal. Pretty happy with it. #neocycle via Need Your Disease http://ift.tt/2c3Yc8c

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Back painting with the monsters! via Need Your Disease http://ift.tt/2cw5Jfk

Friday, September 9, 2016

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Played around with the indie game "Slain" and really liked the parry system. Might try to implement something similar. via Need Your Disease http://ift.tt/2c5GTVq

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Recent commission for an old friend. Nice to draw some cartoon animals. Feels like I only do that on the Rust Belt Murals. via Need Your Disease http://ift.tt/2cL3wyc

Friday, September 2, 2016

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I swear this is t feature creep. Since I've started my game, I've been trying to streamline the time it takes to animate my character and the amount of memory that I will use just for him. Skeletal animation in toon boom solved the problem of quickly creating animation, but it doesn't help me keep file sizes low because I have to render frames for each set of animations. There are a lot of animations for this guy. Mostly from the flight angles. I could use Spriter Pro but it honestly would take too much planning and I'm more comfortable with in Toon Boom and I can draw in there. So now I'm thinking of doing a hybrid that the player will switch to only when he's holding objects. Basically, when you pick something up, the player Sprite will switch to a version with only shorts and legs. At the same time, I Spriter Pro object that makes up everything from the torso up will sit just behind the legs. Then I can just animate new torsos in Spriter. If you've read all of this, than thank you. Hopefully I can test this soon. via Need Your Disease http://ift.tt/2cfMuDL

Wednesday, August 31, 2016

Need Your Disease


It has been forever since I've posted on the game. I've been so busy with commissions and animation that I haven't been able to touch it. Even more upsetting considering a gamedev buddy helped me with my state machines. He also turned me on to "functions". Now I think I can randomly pick an event from a list and have that spawn bad guys, civilians, and other scenarios where I want. This all got me to thinking about how I will let the player know when these things are happening. My original idea was to have a news reporter pop in and explain what was happening. I still like this, but don't think the player would want to sit and listen to the whole thing. So I might have icons appear below the report that show the "event's" threat type, civilians injured, and size of villain. That way the player can stop on the way and grab what might be necessary to help. I think this will speed up the process. More to come. via Need Your Disease http://ift.tt/2bCOkQG

Monday, August 22, 2016

Mamaw Selfie





Quick animation created for a birthday video I made for my grandmother.  Created with Toon Boom Harmony.

Friday, July 1, 2016

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With baby number 2 only days away, I came up with a side project that I'm sure I won't have time for ;-) At the very least, it will help me to stretch my animation muscles outside of the game and work more efficiently. At least that is the hope. via Need Your Disease http://ift.tt/29i7pbQ

Tuesday, June 28, 2016

Need Your Disease


Not the most flattering pose, but it is actually the wind up to an uppercut. My scant few minutes animating in Toon Boom are butting up against my lack of knowledge. Trying to get the most out of the rig I made and finding out that it doesn't work for everything. I'm trying to get quicker at just drawing the pieces I need instead of trying to force the ones I already have to work. It is taking longer than I would like. Hopefully it will be worth it in the end. #toonboom via Need Your Disease http://ift.tt/291CUoh

Wednesday, June 22, 2016

Need Your Disease


I know you're probably sick of looking at the same wall, but I got a door on there. Slowly chipping away at this on my lunch break may have worked out. I'm really starting to get the itch to animate something again. I might have to rework my rig though. I learned so much since doing the RBMC video that I think I can get better animation if I just rework some stuff. All of the art in game will stay, but I think using some more deformers will help with attacks and flying. More to come. #construct2 #gamedev #indiedev via Need Your Disease http://ift.tt/28NQYkD

Monday, June 20, 2016

Need Your Disease


Took another swing at the tiles. Added some bricks to outline the top of the windows, cut off the bottom wood extensions so they looked like they were tucked into the building while also extending out, and I did a quick dirt blotch to lay under the brick texture. I'm not in love with it, but it is way better than I've had in the past. I think I'm going to make a door and some awnings next. That will make them feel complete and I can get back to character animation and maybe some enemy stuff. More to come. via Need Your Disease http://ift.tt/28J6jpw

Friday, June 17, 2016

Need Your Disease


Solved a couple problems and new ones popped up. I'm working on doing store front windows and struggling with the having them look like they extend past the building. The assets for the window frames are on a separate tile map so I was able to just slide that layer down a few pixels and solve that problem. So it looks like I should be moving back the the shadowy blue part that is supposed to be the side of the wall. Also, The upper left corner just doesn't work for me. I need to either make a row of shallow bricks that will sit at the top of the window to frame it, or get some kind of light on the edge of the wall on the left side of the window. Might knock out a quick normal map of the brick texture and see if that solves my problem. More to come. via Need Your Disease http://ift.tt/1UT3Gzf

Thursday, June 16, 2016

Need Your Disease


Quick little update. I'm getting better at planning out my tiles and it isn't causing the head ache that it used to. The new assets definitely aren't all that I need to do, but I wanted to see them in game to test out the size. Pretty happy with the row of bricks across and the window frames for the store fronts. I might make a couple of test decals to put on the window once I get the glares moving to see how it looks. More to come soon. via Need Your Disease http://ift.tt/1Yuu59T

Wednesday, June 15, 2016

Need Your Disease


Really struggling with a way to file up store fronts. Do I just do window frames? Do I do tiles of just the borders? Do I not do tiles at all and just draw the entire thing? Maybe bigger prices that I can dress up with different overlays and tints to break them up. Who knows. It is still early on, but I got really excited after getting my windows on. The urge to complete is real. via Need Your Disease http://ift.tt/1Ys1Bxf

Tuesday, June 14, 2016

Need Your Disease


Played around with adding some glares to windows. Need to study a test that Adam Creations did for me that will help me get some paralax on those reflections. Either way, I'm happy with my first windows. #construct2 #gamedev via Need Your Disease http://ift.tt/21ksSkf

Monday, June 13, 2016

Baby's Room Hot Air Balloon Mural





The baby is a few weeks away and we are putting the final touches on her room. Took this Saturday and painted some balloons on her wall. Take a look in Super-Speedy-Motion.

Saturday, June 11, 2016

Need Your Disease


I'll have to finish this off tomorrow. via Need Your Disease http://ift.tt/1U7aEDT

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Baby's room is getting painted today. Tightened up my thumbnail. Let's see if I can get it on the wall. via Need Your Disease http://ift.tt/1YjBed0

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Hot air balloons are going on the wall today! via Need Your Disease http://ift.tt/1Yjp0B8

Friday, June 10, 2016

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Thought I would fix those tiles while I watch the Cavs. via Need Your Disease http://ift.tt/28rehsI

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Thought I had finished a good pack of tiles and realized that I forgot to do a reverse version of the bricks that go along the corner. Oh well. That should take me two minutes. Next I'll probably work on getting some doors and windows on there. Hell, I might even have a full building by the end of next week. #construct2 #gamedev via Need Your Disease http://ift.tt/1Yi8Ho7

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Still working on Roof varaitions. Figured out that I can just use the flat, top row with every one and just concentrate on the front parts. Probably should have figured that out a long time ago...I'm still pretty new at this. Not sure how many more I should do. Maybe I would like to do twice as many, but I don't know how necessary that is. Keeping a WIP sheet that I just toy with as inspiration would be nice, but I don't think you can add to a tile sheet once it is already in Construct 2. I could always just redo the tile patterns in the future...ugh. #construct2 #gamedev via Need Your Disease http://ift.tt/1UkBEOy

Thursday, June 9, 2016

Need Your Disease


I was thinking about how I would show the player which platform they were above and naturally wanted to mess around with shadows. In a perfect world, I would have the cook Mortal Kombat shadows that matched the animation of the player. That might not be worth the extra work and strain on the computer. But at the very least I should have a little oval that is below the player. I'm struggling a bit with it. I have Construct 2 set up to pick the nearest platform that is also below the player. It works fine for the most part, but it is picking the nearest based on the origin point of platform sprite (the middle pixel) and not the edges. So when I walk to the edge of a platform, the shadow will jump to the other platform because its center point is closer. Super annoying. Hopefully I will get it fixed soon. #construct2 via Need Your Disease http://ift.tt/1UiKOeu

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Gearing up to paint the baby's room. Quick thumbnail for the wall. via Need Your Disease http://ift.tt/1tcJQWJ

Wednesday, June 8, 2016

Need Your Disease


Working on roof variations using my new template. Now that I look at it, I realize that I can keep the top the same (with a few variations) and reuse them with different face plates. Could save me some more room. After these I'll move on to the vertical tiles before doing more brick textures. Then on to the rest. Ugh. There really is a lot. But i'm actually using reference this time around so they aren't turning out as bad. Once I get all these pieces set, generating the level shouldn't take very long. At least that's what I hope. #gamedev #construct2 via Need Your Disease http://ift.tt/1UELYiU

Tuesday, June 7, 2016

Need Your Disease


I popped my tiles into Construct 2 to see how they look. While I'm happy with the tiling, they are half as big as I need them to be. I was a little bummed about the added cost to the memory it would cause when I noticed with some repositioning, I can reuse the left brick corner as the right. Cutting down on the tiles I need for each. It still looks kind of confusing so I might have to get a better handle on PyxelEdit and start using that. Who knows. It is all trial and error at this point. via Need Your Disease http://ift.tt/25L0wWS

Monday, June 6, 2016

Need Your Disease


Got a solid pass on the tiles done. I threw them in game and am starting to think that I shouldn't have done half the size. Live and learn. I have the rim of the building on one layer, a layer underneath that just has flat colored blocks that serve as the wall, and then a layer between them that has the brick texture set to multiply. I need to tweak the tile texture because I have way too much unused space and might be able to fill up those transparent pixels with some variation. Also need to work on some shadow textures and degradation. Not to mention windows and doors. It is starting to come together though. More to come. #construct2 #gamedev via Need Your Disease http://ift.tt/1ZtmGWH

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Admittedly, this probably doesn't look much different from my post the other day. I really only changed the trim and the roof. But most importantly, I started plotting out the formula in which I will make all of my building sprites. That's what those orange guides are for. Once that is figured out, I can start making variations of the tiles that would go around the outside of the building. On a separate layer, I will have the brick texture. I find that if I use a larger than necessary tile size for those, I can get a little more hand drawn and it is harder to see the seems. At least that is what I'm telling myself. via Need Your Disease http://ift.tt/1UujlCk