Animation, Powerplay, Tiles

Published September 04, 2008
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Clockwork Fantasia

1: Animation methodology

I missed some steps in here (chortle here), but I made some gifs of my work on drawing a character's walk cycle:



Try as I might to go quickly, I keep noticing areas that badly need touching up, like the left side of her head-kerchief thing... I'm not sure if people actually notice this stuff in the heat of a game though, so I wonder in turn if I should be spending time on making everything perfect.

Anyway. Here's a shot of drawing the between-image between two frames; I don't usually set it up with color that nicely, but it shows clearly what's going on.



2: Experiment Week

N likes to proclaim "experiment week"(s) during which we are to attempt crazy, innovative things that may forward game development in unexpected ways. (He explained that he picked this up from some place he interviewed at once.) Neat!

Of course, to repeat my quip for the third time, I said that "I am going to experiment with getting animations finished.", because damn if I don't have enough work to do. At least N accepts that only having one gender per class to start will cause me to go less insane. About now is when I wander off, mumbling to myself, drawing figures in the air with listless, withered fingers.

Other Stuff

3: PowerPlay by Mike Dosey

I made graphics for this fellow and he's made a neat little game. I really enjoyed some of the pixel work I did for this and some of it came out very well. (Other parts were damned hard and turned out ugly again and again.) I ever got to do a little digital painting thing for the launcher!



I don't have a webpage for Mike as such, but I'll have to plug his project whenever he gets online with one.

4. Pixely Tiles

I've been working on 32x32 pixel-arty tiles for a project by some people that doesn't seem to have a webpage either. They're fun, and here are a couple tiles I think look particularly nice. I'm not sure what it is about food, but I was reading this Robin Hobb novel that had very rich descriptions of food so I was thinking a lot about it...



Anyone need some 32x32 medievalish tiles? The agreement I made with the client was to do the work at a much lowered price for non-exclusive rights. Er, meaning that I can re-sell the tiles.

I've got pretty good records of time for this project, too, so once I'm done I'm going to calculate how much I charge per pixel...

5. Vacation!

I'm outta here from September 11-23, I may not post between now and after then. Or might I?
0 likes 4 comments

Comments

O-san
I love your graphics style but I would like to see a few more frames in the animations. I realize however that the work will multiply. :P
September 05, 2008 09:57 AM
extralongpants
I like your style. The two things that jump out at me in your walk cycle are:
1) The warping of the bottom of his back-pack-thing
2) As the above poster mentioned, the frame count is noticeably low

As you said, though, these are probably concerns to be addressed later, if it turns out your users find them distracting.
September 05, 2008 01:01 PM
LachlanL
Hey,

I love the splash screen on the loader! Very nice work!
September 05, 2008 09:00 PM
dbaumgart
O-san:
Thanks! If I was animating one main character, I'd have no problem doing an 8 or 12 frame walk cycle, but this is supposed to be for a lot of characters so I have to cut work out as much as possible. Even 6 frames is perhaps too much.

extralongpants:
Word. And thanks for pointing these things out; I have to balance time with what will be noticed, so what I should do is take the empirical approach and have the character walk around in-game and see if it'll be a problem.

LachlanL:
Thanks dude! What Mike said, if I recall, is that he needed something so that people would stick with the launcher and not quit long enough to get into the game itself, or something like that ;)
September 07, 2008 02:57 PM
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