Wednesday, 1 May 2013

Border

Because there is this problem where for both backgrounds you can see some objects off-screen and to the side I decided to add a black border around the main stage.

 Like this

It also makes it look cool like it's on a screen or something. Oh, also the ghosts move now in a random pattern which actually looks quite cool. That's it for now.

Next I think I'll be finishing up on the code, I need to make the layers stop after moving a certain distance and I don't know how to do that yet but it's only a matter of time before I find out.

Saturday, 27 April 2013

Return of the blog

Okay so it happened again, I went on Easter break and then I forgot about the blog. Fortunately I did do some work.

I animated a book jumping up and down and added some cool looking light effects and recently I have added actionscript to the background so it would scroll like the cave one.

You can see the Library by clicking this. Oh, and you can see the cave one by clicking this.

Use the left and right keys to move the backgrounds and watch it do stuff.

Basically, although I do hate these kind of catch-up posts, the past few weeks I have been adding animations and code bits to my background. I think I'm at that point in this particular background project where I just want to add touches to make it better.

The bouncing book was actually quite time consuming, especially since I drew each frame individually, also there was a lot of problems with the timing for the jump and during the jump. I had to play around with it for ages not only to get the picture on the frame to look right and as if it belonged to the sequence but also it was pretty hard to figure out how long it should spend in the air.

The red-spirit thing also took quite a while to implement because it was bigger than the book, but thankfully it needed less attention put in to it. Before I'm completely done with this background I'm obviously gonna make it scroll through the screen as if to make it look like it's hovering eerily throughout the level.

The lights on the other hand were pretty easy, and use the same code as the bats from my previous backgrounds, unlike the bats, however the lights barely had to be animated so I had finished those quite fast. It was just a matter of getting the flickering animation right and that wasn't all that hard.

So, getting back into the routine of updating my blog hopefully for the rest of the year. I'm slightly annoyed at myself for neglecting this blog but what's done is done I guess.

Thursday, 14 March 2013

1 Point Perspective

Just thought this would be fun to show;

I'm using 1 point perspective to make the wooden floor of the library look like it's got depth. That's just a net for the floor, but it's quite a nice little picture to show my working, I guess.

I had to play around a lot with the height and the frequency of the sperations of the wooden planks that make up the floor, but I think I got it down pretty well in the end;


Sunday, 10 March 2013

Bookshelves and stuff. Kinda boring post


 Past couple of weeks I've just been doing the same thing, just making a lot of bookshelves and stuff you might find in a library. This involved me making several different versions of each bookshelf with a different arrangement of books on each shelf to make it so that it doesn't repeat too much and doesn't get too boring.

Also I've been playing around with how the books look and also I tried mix and matching the books on different bookshelves. Below are the bookshelves in question.


So yeah, not really much to say this week, or about last week, except for "Bookshelves" and every now and then "End table.."

I'm probably gonna carry on doing this bookshelf thing this week for a while and then putting it all into a flash document before moving on to doing the animated parts of this background

Saturday, 23 February 2013

New Background related Sketches + Stuff

This week I've just been doing some preperation preparation before I jump into the belly of this beast. To start off I did a similar sort of thing I did for the last background and sketched out a quick layout scheme;

Because this background is going to be a library I think it's appropriate to keep it simple seeing as most of the things in it are going to be blocky book cases and stuff. I like the simplicity because it saves time, that is also a great additional bonus.

The foreground would have some desk lamps there to create a more "Library" feel to it. I'm not sure if I want them to provide any light or not yet though. The "chandelier" will act as the main light source for the immediate background and it will be animated so that it flickers.

There's going to be a lot of bookshelves crossing over in the background and the scrolling effect is going to come from the numbers of different isles of bookshelves in the background.

Here's a concept I did for the animation of a haunted book. This is basically a key guide for me to use when I come around to making the books, because I didn't do this sort of thing for the bats in my last background I found the unfolding of their wings really annoying to animate.

Basically these are the three "Keyframes" for this animation, because I'm going to use sprite art to animate the book I really should know what I'm doing since bitmap sprites are really hard to animate as opposed to vector stuff in Flash, at least in my experience that is.

The first frame is the default state for the book, the second keyframe is when the book is up in the air after kicking itself up.
The third key is after it reaches the height of it's flight and begins to fall back down to the floor, it shuts itself and then falls back down into frame 1.

This is essentially the same thing as above, only this animation would have two frames, one where there is light and one where there isn't.

I want the light to light up the foreground while it's on and then flicker on and off to make the background a little more spooky.







And the other thing I did was make a quick mock-up of a bookshelf, I'll eventually be turning this into a proper bookshelf, sometime next week probably but this is just to help me figure out the scale of the background a bit better.

Obviously I'll make the pattern of the books different per bookshelf to avoid repetition but that's a given.








Learning Week
CGD Schedule
Project Timeline

Induction

Week 1
Game Making Icebreaker

Week 2
Teaching Week

Week 3
Teaching Week

Week 4
Teaching Week

Week 5
Teaching Week

Week 6
Teaching Week

Dissertation Proposal
Dissertation Proposal submission.
Week 7
Teaching Week
Research into Themes
Week 8
Teaching Week
Concept Art
Week 9
Teaching Week
Create a plan for the background composition & Asset List
Week 10
Teaching Week
Create Background Layers
Week 11
Teaching Week
Create Background Layers
Week 12
Teaching Week
Create Assets
            
Christmas Vacation
Create Assets
Animate Assets

Week 13
Teaching Week
Animate Assets
Week 14
Teaching Week

Seminar Presentation
Seminar Presentation

Research into Actionscript
Week 15
Teaching Week
Compile Assets and Background Layers and apply Actionscript
Week 16
Teaching Week
Polish 1st Background

Week 17
Teaching Week
1st Background Deliverable
Week 18
Teaching Week
Begin planning second background
Week 19
Teaching Week
Planning second background cont’d
Week 20
Teaching Week
Begin producing static assets
Week 21
Teaching Week
Create assets
Week 22
Teaching Week
Begin producing animated assets

Easter Vacation
Create animated assets
Create animated assets
Begin production on background layers
Week 23
Teaching Week
Create background layers
Week 24
Teaching Week
Compile with actionscript
Week 25
Teaching Week
Final Touches
Week 26
Teaching Week
Final Touches
Week 27
Dissertation Submission



Re-re-revised Timeline

Sunday, 17 February 2013

Code Part 2 + a very wordy blog entry.

This week I got some help with the animation code because I am apparently inept at actionscript after all... Well at least I can read it sort of... and... manipulate it? Well whatever, this week I got some code for my bat to play it's animation randomly.

Again, I didn't write this but this is what I was trying to get on my own but apparently couldn't. Looks easy right? Yeah, I think it looks easy too, it's just a shame I can never think of how to do this on my own.

Anyway, this point of this code is to get the bat to play it's animation randomly as long as certain conditions are met in the code, something I tried to do on my own but couldn't.

The code generates a random number between 1 and 1000 in the screenshot and the animation only plays if the number is higher than 950, so right now the odds of the animation actually playing are 5/100. I can make the animation play more frequently or less frequently by changing the highest number from 1000, and making the lower number higher to make the animation play less often or lower to make it play more often.

And this week for the actual background that's what I've been playing around with mostly.

Moving on from the depressing topic of my actionscript ineptitude...

It looks like I'm going to start my next background soon, what I'm thinking of doing is leaving the code as it is, I have enough data for now and finishing up the learning of small, niche, bits of actionscript for later and now I'm going to start looking at making another background.

I had actually planned not to make another background a week ago, and said that in my seminar presentation. But Rob and Chris thought that it was better to make two backgrounds instead of one, so I think I'm going to do that. It's that or set hard deliverables for this background, which I would find hard to do considering that I honestly don't think that a piece of art is deliverable until it's complete.

But that's just me.

Anyway, I'm thinking of going for a different style in this background and I'm thinking of going pixel art all over this one. It's an interesting monster, pixel art, and a favourite of some Indie developers. So it probably won't hurt to try and be better at making pixel backgrounds.

This is a small example of a background I did using pixel art for my old sprite comic that I did before I applied for University, and to be honest I'm not entirely a fan, I'd even go so far as saying that it's a bit ugly...

Anyway, this is just one of the examples of how good my sprite art was back then, I have no idea how good it is now.



This second one I was a little more proud of, and I think it's better even now, but it still isn't really good so I think there is enough reason for me to try and develop my spriting skills, wouldn't you?








Either way, I made a list of some more themes on top of the old ones that I could have recycled;

High Way

I don't know, I just have this idea stuck in my head of a car made of pixels driving down the road and out the window there is the landscape also made of pixels, or a sea made of pixels or something. Either way, I don't want to write off this idea after some due consideration. Also this could be a good opportunity to help me learn how to loop a road using actionscript or something.

Modern Cityscape

This is a very similar idea to the ruined cityscape concept I had earlier, but I think that using relatively low detail sprites to show a detailed city is more visually interesting than using low detail sprites for a post-apocalyptic ruin. I could make high detail sprites but I'm thinking that a common theme between these two backgrounds will be simplicity.

Haunted Library

Out of the list of bonus background idea's I think is my favourite one. It can make the scrolling look really good and I could make it look like an amazing, never ending and spooky ghost library. I think I'm going to end up using this sort of setting for my second background.

Anyway, that's it for now. I'm gonna stop writing before this gets too wordy.

Thursday, 7 February 2013

The Rise of Mt Fuji and Return of the Lighthouse Island

So I took a break from trying to code the animation for now(seeing as how I will for sure need help with the next step) to try and make some general improvements again.


On the back-most layer I decided to add some more terrain(as well as make the sky darker because, I don't know, it just feels better this way) in the form of several Mt. Fuji's and such. Before this addition to me it felt like the background didn't really inform the player in what kind of world they are in right now, or it just felt like it was a bit flat... or I don't know, it was missing something desperately.

Anyway, I decided to add some mountains to help inform the hypothetical players in what kind of terrain they might be finding themselves in. For sure, they would assume that the world they are in is rocky because of the cave and some stones around the lighthouse, but the mountains will help emphasise that point, as well as add something to the negative space that was there before.

I decided to add little detail to the mountains furthest in the back to help add to the feeling of distance, if something is further away you see all of it, but less of it. The mountains in front are also a little bit under detailed, partly for the same purpose but also I want to stick to this sort of recurring minimalistic theme throughout the background.

Returning to rocky places, I decided to change the beach with the lighthouse on it to do the whole "it feels like a rocky world" thing I'm going for.

I scattered some pebbles around the beach, in keeping with the simple art style I avoided making them too detailed, however I made the stones different shades.

I am now deliberating over if I should keep that beach as it is or make it look more sandy, not that this is a major change... Well it could be, or not? I don't know. I'm pretty sure I can trust myself to do whatever's right in the end.




Oh yeah, the water has a gradient on it now too but it still feels a little flat. I'll probably add to it again later.

Tuesday, 5 February 2013

I can code by myself! Part 1

Okay, admittedly I did ask Chris for some advice before Christmas in regards to the making the background scroll and he basically showed me what the code was, but it's been a while since then and I forgot how to do it already(in hindsight I should have done it then and there). So this morning I spent some time trying to code the scrolling when the arrow keys are pressed, and I did it. I'm kind of proud of myself actually, clearly I've come a long way since the start of the course, I can now do simple action script on my own.


I know that this doesn't look like much to the experienced coder or something but to me this is like climbing Mt. Everest.

I put the action script on the timeline because linking script files to game files is still far too advanced for me, but I'm making some amazing progress with my code skills.




Now that I've got the scroll to work I have to work on how fast it scrolls and stuff, oh and also the animation for the bats needs code... Well instead of despairing about doing more code I'm just going to bask in my glory for the time being.

Sunday, 3 February 2013

Making slight improvements.

Okay so this week I mostly focused on touching up the background in certain places. First of all I tried to draw more of a contrast between the cavern wall layer and the bridge. To do this I decided that I would need to create a stronger contrast between the two, so I decided to make it so the cave wall is darker and as some actual shadows on it. I played around with gradients in flash to get this effect;

Next up I played around a lot with the "Path" part of my background, generally I felt it lacking detail, never mind it contrasting with the cavewall. It's hard to make things look detailed in flash without spending an immense amount of time and effort, so I went with some big, general things to make it look better than it did already. 

I decided to put in a hard blue gradient at the "Top" part of the path so it stands out more against the cave wall, I also added some highlights to the path to make it look a little more like the path is wet. I'll probably come back to this in the future because at the moment I'm not extremely happy with this.

The other thing I did was add some animation to the stalactites and the stalagmites  I made it look like they are a little wet and water is running down the stalactites and dripping down to create the stalagmites.

The water drips down from these stalactites and there is a watery animation on the stalagmites to accompany this one.

This is the look of it so far. I'm just gonna touch up the sea today I think, and maybe change around some of the stuff on the "Path" later.

I've put off the actionscript part of this for now because unfortunately I haven't been able to come in all week because I have been sick for ages now, but I'm thinking tomorrow I'll get something done about that.

Friday, 25 January 2013

First Blog Entry of the Year

It's been quite a while since I made a post, I never really had much of an opportunity to do anything over most of the Christmas break because of all the celebrating and after that I was on cooldown from all the celebrating. But really, I have no excuse.

However, during that crazy time I did manage to sneak in some work for my dissertation.



Stalagmites

Before the Winter vacation, or a week in(there was so much going on I really can't remember what happened when) started I drew up a lot of stalagmites  The darker ones are the ones on the top-most foreground layer, they are darker than the other ones because they are further in the cave, and they are smaller because otherwise they would get in the way of the players view. I added a lighter border to each of the stalagmites because of the light shining through the holes in the cave and hitting the stalagmites, and where there is less light I made it darker, perhaps I'll go back to these and make it more obvious by creating a harder contrast with darker/lighter colours for now however it's fine.

The bigger stalagmites are closer to the light source so they're brighter.

I pretty much did the same thing with the Stalagtites.

The other of my assets were bats hanging down from the ceiling.

Those are the two key frames for the bat, it's animation would go from sleeping in the first frame position to opening it's wings and flapping them around for a little bit before closing them up again... And that's the bat, not really much to say for it apart from it is super hard to animate it's wings unfolding.

Really, I've added a lot of layers that I haven't really said anything about unfortunately. Sometimes halfway through the winter break my background looked something like this;


I added the path which the player would walk on if this was in a game, I tried to make the path guide the players' eye through the holes using the curves of the path, and then the gap where the big hole is would really draw the eye to the big light house that would stand there. For some added detail I put on some rocks around and underneath the path archs. I tried to keep the path itself clean because of how much I value simplicity.

Speaking of the lighthouse...


I made the lighthouse on a lone island in the distance on a grassy knoll, I think it would be a bit silly to add too much detail to an item in the distant back, so I didn't. There shouldn't be any loose blades of grass or much detail on the rock, the lighthouse however can afford to have some faded paint touches.

Perhaps I'll go back to this next week to change/add some lighting to the rocks because I have messed up hard on the light here.

This asset is helpful because it helps me establish a light source for the whole background, the light is coming from the right, the lighthouse itself is not the light source.


This is the iteration of the background from a week or two ago(I think), as you can see I changed the water from generic wave stuff to more smooth waves, the waves are tweened to look like they're, well... Waving. As they wave they reveal the Lighthouse island more.


That's it for now I guess, this is probably the only retrospective blog I'll do, I hope. Now I'm off to recover from this terrible cold that just won't go away.