Sunday, January 31, 2016

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Up bright and early! Wish this headache would go away, but my Global Game Jam entry is starting to look like an actual game. Clock is ticking! #cleggj #ggj16 via Need Your Disease http://ift.tt/1RTMWsV

Saturday, January 30, 2016

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And here he is in his pixelly goodness. via Need Your Disease http://ift.tt/1VxO1EP

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Late night yesterday. Started rigging my guy in Toon Boom Animate Pro 3. Forgot to post more. Guess I was in the zone. Added some quick support to a couple other projects this morning. Hope they help. Here is the turn-around that I drew for my hero character last night. via Need Your Disease http://ift.tt/1PLTPw4

Friday, January 29, 2016

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Let's see if we can make this guy move. #cleggj #ggj16 via Need Your Disease http://ift.tt/1ZZDraS

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Attending my first Global Game Jam his weekend. Hoping to put up some periodic updates over the next couple days. Stay tuned! via Need Your Disease http://ift.tt/1JMVlvA

Wednesday, January 27, 2016

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I might actually be getting the hang of this whole Construct 2 thing. I've made the carnal mistake of walking away from the project for extended periods of time.This has the direct affect of making me stare at my event system every time I open it up and wonder why I made some of the choices that I did. It mostly comes back to me, but not always. I'm planning on implementing the "fast flying" animation system pretty soon, and it made it important that I finally put in gamepad support. I know, that seems like something that I would have done from the start, but it never happened. For the most part, Construct 2 made it pretty easy. Just a lot of copy and pasting and switching out keyboard presses with gamepad events. Not a big deal. And then I ran into situations where certain variables were changing based on whether or not the arrow keys were down. Since the arrow keys were never down while I'm holding a gamepad, it caused a lot of trouble. Took me and hour to figure out what was probably pretty obvious. The lesson to take away from this? Fill your event sheets with notes, because it might be a while before you see it again. More to come. #construct2 #gamedev #indiedev via Need Your Disease http://ift.tt/1nprtLo

Friday, January 22, 2016

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Took some time to get some work done on the new flight angles. Went surprisingly fast, but I'm expecting the turning versions to go much slower and be much trickier. Still might throw these in the game quick to see how they look though. May even do another video. Things just might get crazy before Global Game Jam!? via Need Your Disease http://ift.tt/1nDXijO

Wednesday, January 20, 2016

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Nothing like some completely unscheduled work to get the juices flowing. I finally got a my player "Turn-Around" finished. Hopefully, finishing up the rest of my flight angles will go more quickly. I'll probably take a slight detour and get gamepad controls in first as I have been putting that off for far too long. So at least I'm starting to move again. I'll try and get one more Dev Log in and some time with Construct 2 soon. I'm pretty excited about the Global Game Jam at the end of the month and need to knock some rust off. More to come. via Need Your Disease http://ift.tt/1OxXV7l

Thursday, January 14, 2016

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Can't believe I'm finally done with this thing. I had originally intended to do a full color version, but I've just got too much on my plate at the moment. Having said that, so much talent lost with the passing of Lemmy, Bowie, and Alan Rickman this morning. I guess it is becoming the era where my generation watches the people we admired leave us. Kind of sad. #RIPLemmy #RIPDavidBowie via Need Your Disease http://ift.tt/1UTcELP

Monday, January 11, 2016

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Feels like forever since I've just sat down and drawn something. Trying to knock out two tributes at once. Need to sleep on this one before I get too lazy with the corrections. I'll take another pass at it tomorrow. #RIPDavidBowie #RIPLemmy via Need Your Disease http://ift.tt/1Q1mUlQ

Sunday, January 10, 2016

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Got to take some time and work on the developer video I recorded last month. The whole thing is way more "produced" than future videos will be, but I need a jumping off point. Preferably one that gives a rough overview of what the game will be. Future ones will be much simpler. Probably just me talking and going through concepts, animation, and early builds. Those are the kinds of videos I like to watch and I think I have something unique that I can add. I'll hopefully have that finished next week. via Need Your Disease http://ift.tt/1mPep1r

Thursday, January 7, 2016

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I really hate drawing Turn-A-Rounds. I think most artists do. That's probably why I didn't do it completely when I first rigged my character a year ago (maybe longer, it would be too depressing to look). I did the FrontSide and Profile pictures but that was it. Now I'm sitting here needing flight animations with him slightly turned and having to do it now. I'm pretty happy with the sketch, but not thrilled about having to go into each body parts' symbol and draw the new frame of animation. I'm trying to tell myself that it will save me time in the long run. I'm having trouble believing myself. via Need Your Disease http://ift.tt/1RlKewc

Wednesday, January 6, 2016

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Hopped back into Toon Boom and took another shot at the flying poses. The idea is to fix them all in the same direction and then just rotate them in photoshop. Once I have the main poses done I can go in and set up the rotating versions (where he's bending backwards and forwards. A lot of this is just theoretical (never used that word before) so we'll see how it works when it is implemented. EDIT: Looking at it again, I'm thinking I need to edit his chest plate and tip it. That way it will add to him arching his back to look upwards. via Need Your Disease http://ift.tt/1OANrWc

Monday, January 4, 2016

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Thought I would jump into Toon Boom and try out some quick test poses to see how much effort it will be to do the fight angles. Happy with the results but really need to put in a cape. My 2016 To-Do list is growing with fixing the flight animations, adding gamepad controls, make building tiles...well, basically make the whole game. Also, I really need to get my zombies up on some other stores. Ugh. via Need Your Disease http://ift.tt/1O0OTzm

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I've had flying on the brain. Not the kind you do in a plane, or the kind I did with a towel around my neck when I was a kid. Well...maybe a little closer to the second one. I'm trying to figure out a quicker way to get into the flying than I had before. At the moment, you press a button and your guy pushes off the ground and there you go. You're floating. But its slower than I'd like and not really what I'm looking for. It will work in some situations, but what I want is the feeling of running down the street, seeing someone falling from a tall building, and pushing off the ground. 3 steps and up! So my new thinking is that I will have my normal "turn on the flying" be triggered by holding in the jump button for a second. Probably turn off the flying that way too. I've also decided to have the Fast Flight button be mapped to holding down the trigger. I recently played some Ray Man and mapping a trigger to run works better than I thought it would. So hopefully you will be running down the street and then hold down the Right Trigger. The player will freeze for half a second for a quick squat before pushing off and flying forward. When you release the trigger, you're back to the slower mode of flight that is better for combat. Of course this is all in theory and needs to be tested. More to come! via Need Your Disease http://ift.tt/1Ov2sZy