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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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EDarkness

Member
Thanks :-D
Here's a higher-res version for those curious!

d85fe297-e326-42f5-9e23-f9bfdafe246f.jpg


(if your char is in it and you'd rather it not be, PM me and I'll correct!)

Wow. That's awesome. :D

How do we submit information about our game to be included on the list Absinthe is working on?
 

Ito

Member
Bringing the twitter banner discussion over here.

It's not cool to let Pehesse to do it all alone again. I wanna help.

I can make it if you guys are ok with it, or if you prefer, we could make a collaborative effort as Daniel suggested on twitter.

A very cool idea would be:

- Determine which characters will be featured.

- Determine which artists are going to help.

- Randomly assign the characters to the available artists.
 
Every character except what Jobbs is working on. He makes fun of my real name. We keep him out of everything. OUT I SAY.

Collaboration would be nice to see from all of you.

How about this, pick a banner width that works and the 3 of you (planck, Pehesse, ito) draw a vertical pane.

Thoughts?
 

Pehesse

Member
Wow. That's awesome. :D

How do we submit information about our game to be included on the list Absinthe is working on?

Thanks :)
Send the info to Absinthe or me via PM!

Every character except what Jobbs is working on. He makes fun of my real name. We keep him out of everything. OUT I SAY.

Collaboration would be nice to see from all of you.

How about this, pick a banner width that works and the 3 of you (planck, Pehesse, ito) draw a vertical pane.

Thoughts?

I'm game!
And I'm also off to bed.
 
Updated idea.

Pencil an entire scene that will fit for a banner, splice it into 3 and then all 3 of you tackle a slice in your own art style.

3 different styles, one scene.
 

_machine

Member
Thanks :-D
Here's a higher-res version for those curious!

d85fe297-e326-42f5-9e23-f9bfdafe246f.jpg
That's pure 110% of awesomeness!

That's from Ancestry.
Ancestory :p

GDC EU hasn't even started yet, but the Respawn pre-party was awesome and the reception for our game has been absolutely humbling. Really look forward to the start of the conferences, even though I know tomorrow morning's gonna be tough what with the being up last 38 hours with less than 1 hour of sleep :D
 

Five

Banned
That's pure 110% of awesomeness!


Ancestory :p

GDC EU hasn't even started yet, but the Respawn pre-party was awesome and the reception for our game has been absolutely humbling. Really look forward to the start of the conferences, even though I know tomorrow morning's gonna be tough what with the being up last 38 hours with less than 1 hour of sleep :D

Oh, I thought my spelling looked a bit off, but I couldn't remember precisely.

---
What's your staying-awake regimen? Just tough through it? Tea/coffee? That sounds exhausting.
 

_machine

Member
Oh, I thought my spelling looked a bit off, but I couldn't remember precisely.

---
What's your staying-awake regimen? Just tough through it? Tea/coffee? That sounds exhausting.
Hah, no worries it through a lot of people off, including search engines :D

For me it's simply not being able to sleep in uncomfortable public transit and willpower, beer and if someone offers tobacco. Don't want to do it again anytime soon, but worked well enough today :)
 

Five

Banned
Hah, no worries it through a lot of people off, including search engines :D

For me it's simply not being able to sleep in uncomfortable public transit and willpower, beer and if someone offers tobacco. Don't want to do it again anytime soon, but worked well enough today :)

Ah, I feel you there. I'm never able to sleep on the plane, train or anything.
 

Ito

Member
Hey, I'm doing a sketch for the banner thing (or we could use it for any other purpose actually) and I'm just wondering, who's that blue machine right behind the psyscrolr and Alice?
 
Wow, that DevGAF Twitter stuff looks great!

Quick heads-up for Unity users: I remember that there was a discussion on PlayerPrefs saving a while back where we talked about the pros/cons of PlayerPrefs. If I remember correctly it boiled down to:

Pros:
Super convenient
Works pretty much anywhere
Easy-to-use

Cons:
No encryption
Stores in strange places (like the registry...)
Can't save to a file
Only saves certain basic types (int, float, etc.)

I absolutely agree with all of those points. Interestingly enough, there's a solution on the Asset Store called Perlib that seems to keep the pros and eliminate the cons. It's today's 24 hour daily deal (at $5) so I figured I'd bring it up since it seems super useful and easy-to-use for those who can't (or don't want to :p) use manual serialization.
 

Ito

Member
Here's the sketch -It's a pretty rough one, and there's room for more characters

I'm going for a smash bros like display (since we all are doing such brave characters)

X71Rhij.png


From left to right: Saymond Aran, Honey, Abby (was it her name?) from Nether Mind, Jack's pixel gunman, Psyscrolr, GAF ball, Chaman, Alice, Adam from Beyond Human, Hollow Knight, Hibari, Dust.

We could split this into three different parts, or I can do it all by myself if you don't like it (and I'd still collaborate on whatever you propose for the twitter banner)


BTW I'll be needing some more documentation on the blue machine character, so if anyone could tell me where he's from...

Edit: Also, I forgot to draw that cute ginger girl character. I don't remember from what game she was either, could anyone fill me in? :)

Edit2: Great, I also forgot about the ball behind Honey.
 
Hey, working on a first person shooter. Have bullet holes that work great, though today realized that if you shoot the corner of an object, half of the bullet hole will be sticking out. You know what I mean? Like in this image: http://answers.unity3d.com/storage/temp/9767-decal.png

One workaround is to just put like a trim around every object in the game, so that bullet holes wont "stick" to the trim, but that would be very tedious. Anyone encountered this, or any ideas? Thanks!
 

Jobbs

Banned
You also got seemingly proper scale, the main character in my game is about 5 feet tall (at one point an NPC remarks that you are "155 centimeters"). Thus why the other characters call, er... it.. Little Blue.

Here's the sketch -It's a pretty rough one, and there's room for more characters

Good sketch but keep in mind my character is tiny!
 

EDarkness

Member
Wow, that DevGAF Twitter stuff looks great!

Quick heads-up for Unity users: I remember that there was a discussion on PlayerPrefs saving a while back where we talked about the pros/cons of PlayerPrefs. If I remember correctly it boiled down to:

Pros:
Super convenient
Works pretty much anywhere
Easy-to-use

Cons:
No encryption
Stores in strange places (like the registry...)
Can't save to a file
Only saves certain basic types (int, float, etc.)

I absolutely agree with all of those points. Interestingly enough, there's a solution on the Asset Store called Perlib that seems to keep the pros and eliminate the cons. It's today's 24 hour daily deal (at $5) so I figured I'd bring it up since it seems super useful and easy-to-use for those who can't (or don't want to :p) use manual serialization.

I saw this and I'm going to pick it up in a few minutes to try it out. For $5 seems like it might be worth it.
 
That looks f-ing great!

I like where that pic is going. What are the dimensions - 1500x500? I think for a twitter Banner.

I love it.
 

HelloMeow

Member
I wish I could show you guys something, but I've got designer's block. I've got all the hard problems worked out, but now I have to decide on what direction I'm going to take the style and gameplay.
 
if i'm missing people to follow let me know in a PM

I got most of you off the top of my head but sometimes forget who is who on twitter.

EDIT:

We will be going with Pehesse's document layout - looks very clean.
You can PM either of us with your game, genre (short description no longer than a few words) and any websites you want associated. Will all be on a single line so we can have a few if you'd like per entry.

We have a bunch of games down on our list but I think it would be asking a bit much to have the both of us comb for good screenshots or collages to put up for everyone.
Pic size is 520x294
 

mooooose

Member
Hey, just wanted to say thanks to everyone for helping earlier on the triggers question. I ended up just adding an additional collider and setting it as a trigger, and that solved my problem.

I had another quick question about controller input. I defined a bunch of controller inputs, like Joypad1 Left Bumper, and then set it to be that number and only input from Joypad 1, and then the same thing for Joypad 2, etc.

It's a local multiplayer game, so I have two gameObjects that are nearly equal with the same playerController script, and then I define string variables for the inputs in the inspector.

When I try playing though, there is crosstalk between the controllers. The analog sticks are fine, but all the buttons have crosstalk (when I hit button A on joypad 1, it thinks it's being hit on both, etc)

I was wondering if I was missing something, and if there is any easier way to handle input?

Thanks guys!!
 

senahorse

Member
Have an issue with Unity I am hoping someone might be able to help with.

Sometimes when I open my unity project the physics seem to be slightly broken.

I have a scene where I have some blocks stacked, when I hit play the transform coordinates start drifting on their own until the blocks all fall over, to fix this, I restart Unity and hit play and there is no drift. This seems to happen intermittently. I have triple checked the position values for all transforms involved but they are all spot on.

edit: on closer inspection it seems on play, all objects (stacked cubes) move the y coordinate in the positive direction by .000014 and the x coordinates by .000038

Any ideas?

Found the issue, it's simply just floating point imprecision, sometimes when starting unity the float is out by enough to affect the physics of the tower it starts on a slow but constant movement and eventual collapse of the tower. I should be able to fix it by rounding the floats to whole numbers at run-time.
 

Popstar

Member
Hey, working on a first person shooter. Have bullet holes that work great, though today realized that if you shoot the corner of an object, half of the bullet hole will be sticking out. You know what I mean? Like in this image: http://answers.unity3d.com/storage/temp/9767-decal.png

One workaround is to just put like a trim around every object in the game, so that bullet holes wont "stick" to the trim, but that would be very tedious. Anyone encountered this, or any ideas? Thanks!
You usually get around this by clipping the decal to the surface. Either clipping your decal quad, or getting the touching polygons from the mesh and calculating/clipping the texture coordinates (like a projected texture) and rendering them in another pass. The second way is probably better.

If your understanding of 3D rendering isn't beyond the beginner level you may want to see what's available in the Unity Asset Store. Then again, if you want to learn more 3D math proper decals is a nicely contained goal.
 

pixelpai

Neo Member
whoah, that was a rough ride: last thursday my first game PixelBoom was released worldwide on the Appstore. Only a few hours later the first mails were dropping in, claiming a game-breaking bug. No bug that would occur based on non-deterministic events, but everytime the player touches the screen in the very first level. Not good.

As it turned out the bug affected mostly "newer" iPad devices (iPad Air 2, iPad Mini 2). Non off which I own. I used the XCode simulators to test those. Naivly testings were only used to test the game-mechnics and stuff and not the devices it will run on. Not good.

As an act of damage control I decided to remove the game from the Appstore while also trying to determine, what causes the bug. A few hours later the reason was found: A weak-reference, which pointed to nil on access on those newer devices and only in release-mode. Never pointing to nil on all my test-devices. Those are the bugs that break your neck...

The updated version should go up at the end of this weak. This time there is more nerviness than anticipation on my side. That's not how it's supposed to be, right?

On a side note: To "reboot" my game and to straighten that bumpy start I decided to work on an iPhone-version of the game.


*thumbs up*
 

Pehesse

Member
I'm glad y'all like the avatar :-D Gotta admit, I was nervous about using chars without permission, but... we're among friends? Right?

Right?

Right?

Here's the sketch -It's a pretty rough one, and there's room for more characters

I'm going for a smash bros like display (since we all are doing such brave characters)

X71Rhij.png


From left to right: Saymond Aran, Honey, Abby (was it her name?) from Nether Mind, Jack's pixel gunman, Psyscrolr, GAF ball, Chaman, Alice, Adam from Beyond Human, Hollow Knight, Hibari, Dust.

We could split this into three different parts, or I can do it all by myself if you don't like it (and I'd still collaborate on whatever you propose for the twitter banner)


BTW I'll be needing some more documentation on the blue machine character, so if anyone could tell me where he's from...

Edit: Also, I forgot to draw that cute ginger girl character. I don't remember from what game she was either, could anyone fill me in? :)

Edit2: Great, I also forgot about the ball behind Honey.

The blue machine's from Blizzard's turn based game (don't know if it has a title yet!), the ball is from Anteevy's Roll-playing game, and the girl is from Taku's Yonder!

See, we *do* need that list after all :-D

Like the sketch! This could totally work.
So, how should we proceed with the banner?
(suggestion: since we have room, we don't have to limit ourselves to those same games from the avatar - there's lots more in the thread to showcase!)

Oh my god Pehesse, I love you

<3
 

Feep

Banned
To Pehesse and other associated legal entities,

Please acknowledge receipt of correspondence.

I represent Legal Firm LLC, and it has come to our attention that you have been using certain developers' original intellectual property (IP) without having gained written consent from all involved parties. You should be aware this is violation of the United States Digital Millenium Copyright Act (1998) and we require that you remove all infringing copywritten material at your earliest possibility. In addition, said developers retain the right to sue for inflicted damages from your brazen violation of their rights. Be aware that further correspondence may be incoming from those that wish to file suit.

Have a nice day,
Jeremy Hiredbyjobbsington
 

Pehesse

Member
To Pehesse and other associated legal entities,

Please acknowledge receipt of correspondence.

I represent Legal Firm LLC, and it has come to our attention that you have been using certain developers' original intellectual property (IP) without having gained written consent from all involved parties. You should be aware this is violation of the United States Digital Millenium Copyright Act (1998) and we require that you remove all infringing copywritten material at your earliest possibility. In addition, said developers retain the right to sue for inflicted damages from your brazen violation of their rights. Be aware that further correspondence may be incoming from those that wish to file suit.

Have a nice day,
Jeremy Hiredbyjobbsington

Let's settle this like civilized people. How about a game of Before the Echo? I seem to recall we've both played this one a little.
 

Ito

Member
Any chance to get my old pal Leopold, from Malebolgia, in that banner? Lovely work by the way. I will be more active in this thread once I get the ball rolling on my next project.

Of course. I'll put him in as well.


Pehesse, we should first come up with the full list of characters that will appear in the banner, then split it in three different parts and choose which one we're going to draw.

I'll be adding the machine, the ball, the girl, and Dascu's character to the sketch.

If anyone else wants a character to appear in the banner, just say it.
 

Pehesse

Member
Of course. I'll put him in as well.


Pehesse, we should first come up with the full list of characters that will appear in the banner, then split it in three different parts and choose which one we're going to draw.

I'll be adding the machine, the ball, the girl, and Dascu's character to the sketch.

If anyone else wants a character to appear in the banner, just say it.

Sounds like a plan! If it helps, we'll send you the current WIP list of game's we've found out rummaging through the thread, but it's best if the authors come forward themselves.

So yeah! If you want your character in the banner, shoot us a PM!

Does the picture needs the title on it or not?
and how many picture, just one?

for the list

It's as you like!

For reference, here's our current WIP doc (barring the un-templated list itself).

https://docs.google.com/document/d/107tEp7LncwjAvX5plnIzdHRH5Pw10zCgPW-Y2hUQY4o/edit?usp=sharing

As you can see, we can do either one single screenshot, or a combination of several, with or without the title - as long as it fits in 520*294, anything goes.

We've arbitrarily added some screens/links to some games to start building the list, but if you want your own screen/links in there, PM/comment on the doc, and we'll change ASAP!
 
I'll add that list to the OP this evening. I will also be curating next week's first round of social media posts so share @DevGAF with everyone you know and start building that following.

Any special sales, announcements, releases and the like PM ME IMMEDIATELY so I can format and schedule tweets that need to go out. Any images that should be attached can be sent to me, as well.

I'll get some rules setup on what we will be working with for @DevGAF tonight, so everyone knows what to expect. ANY and all ideas or change requests shoot me a PM or an email: jack@ - you know the rest.
 

SeanNoonan

Member
No Jack B. Nimble love in the banner.

Le sad face. With all of the moving/new job stuff I've not been able to be around the thread much lately.

Should be showing more indie stuff this month. Hopefully.
 

planckpixels

Neo Member
I'm glad y'all like the avatar :-D Gotta admit, I was nervous about using chars without permission, but... we're among friends? Right?

Right?

Right?



The blue machine's from Blizzard's turn based game (don't know if it has a title yet!), the ball is from Anteevy's Roll-playing game, and the girl is from Taku's Yonder!

See, we *do* need that list after all :-D

Like the sketch! This could totally work.
So, how should we proceed with the banner?
(suggestion: since we have room, we don't have to limit ourselves to those same games from the avatar - there's lots more in the thread to showcase!)


<3

Hey what i miss? - also our dude looks a little less blocky these days so might have to use the new design, pending Sir Jackalanches approval
 
Wow, so much stuff with the community in just some hours lol

Also doing something similar - Email me (can see my email in a quote below)

All devs can start to follow this and I will make sure to follow all of us back. Only devs on GAF will be followed
https://twitter.com/DevGAF

I'll get some images up there - if anyone wants to write a better quick BIO PM me - i just threw that up there for the time being. I can have a few people curating this using TweetDeck so if you are good with the social media stuff - PM me and I'll give access to this account.

We can use this to begin blasting information to the socialsphere as we get more news for our things.

I'm running off an on today so if anyone needs to reach me - best place is email

QUOTE TO C vvv


Or if you want to hit me up in a Google Hangout - just hit me up via G+: https://plus.google.com/+JackSipich/posts

I really don't use G+ often but use Hangouts all the time. You can reach me easy there.

Lots of peeps in here doing good shit - we need a better way to blast info about everyone's things to the public and this is a start.

Anything else don't hesitate and email me - I may not be hopping on GAF much today but want to get this moving.

EDIT:
Also - drop me a line here in a PM or an EMAIL and let me know who you are on Twitter if you're not in the GAF list so I know exactly who i'm going to be following.

Game accounts and personal accounts from you all are BOSS! The more of us the account follows the better.

Following the devgaf twwiter account with @BorjaRuizSPR. Sent you a PM also.

New Update :D

Music:
Home_1
Home_2
Situation_Final_Version_(Looped)

Background:




Working on that

Music and background are just fantastic. The background work in your game is absolutely phenomenal!

Thanks :-D
Here's a higher-res version for those curious!

d85fe297-e326-42f5-9e23-f9bfdafe246f.jpg


(if your char is in it and you'd rather it not be, PM me and I'll correct!)

Back to dev'/animation updates from me soon.. right after some sleep :v

(btw, didn't post the latest honey stuff here, so have on actual gamedev update on the house, with a new background for a new match, forcefully using an inappropriate script from another match:



Yes yes, there are actually more bugs in this single screenshot than ever before. I don't fix bugs, I make more of them. That's what it's all about)

What a lovely avatar.
Work on your game is lovely, as always.


Maybe im a little late but would love to have our little raccoon mascot for Super Game Show on the twitter banner, if that's possible :)
neogafqkpir.png
 

anteevy

Member
Love the avatar and the banner sketch.

When I first saw the avatar with all the characters, I thought "too bad my game only has balls and no characters". Then I saw the ball in the background. Awesome. :D If it's not too late to change, I think the colors are based on my outdated avatar - now the evil balls are darker and glow red, like in this gif: http://roll-playing-game.com/upload/rpg_deathball.gif

Edit2: Great, I also forgot about the ball behind Honey.
No problem.
How could you!!??
Together with the NeoGAF ball, the balls are officially taking over the banner.
 

Nezzhil

Member
Also doing something similar - Email me (can see my email in a quote below)

All devs can start to follow this and I will make sure to follow all of us back. Only devs on GAF will be followed
https://twitter.com/DevGAF

I'll get some images up there - if anyone wants to write a better quick BIO PM me - i just threw that up there for the time being. I can have a few people curating this using TweetDeck so if you are good with the social media stuff - PM me and I'll give access to this account.

We can use this to begin blasting information to the socialsphere as we get more news for our things.

I'm running off an on today so if anyone needs to reach me - best place is email

QUOTE TO C vvv


Or if you want to hit me up in a Google Hangout - just hit me up via G+: https://plus.google.com/+JackSipich/posts

I really don't use G+ often but use Hangouts all the time. You can reach me easy there.

Lots of peeps in here doing good shit - we need a better way to blast info about everyone's things to the public and this is a start.

Anything else don't hesitate and email me - I may not be hopping on GAF much today but want to get this moving.

EDIT:
Also - drop me a line here in a PM or an EMAIL and let me know who you are on Twitter if you're not in the GAF list so I know exactly who i'm going to be following.

Game accounts and personal accounts from you all are BOSS! The more of us the account follows the better.

I sent you a PM.

Also, we have uploaded a demo of our game at indieDB, we hope that it's available soon. It's still a beta, but we need more feedback, so we are thrilled about this.
 

Pehesse

Member
Jintor, this one's for you!

Here are some details about my animation process for the beat'em all segment characters.

I'm not going into the principles of animation itself (rhythm, speeding up/down, keyframing vs. inbetweening, etc) as that'd be a whole other thing and others would do that far better than I (Noogy, I summon thee).
I'm just going into the thought process behind each step when I design/animate the first few moves for a new char. Hopefully it might help someone, and if not, it'll still count as a Honey update, so there!

First, I make the idle pose/animation. All of the other fighting moves fire off from this pose, so it's important I get it right soon. I find idles to be some of the hardest animations to do, since they're meant to evoke character, but mostly use slight and subtle movements (unless you're Elena), and slight and subtles movements are super hard to get right. Doing frame by frame animation, you can't really copy/paste elements of the whole frame for each new one, else it looks stiff, but you can get by drawing two different frames, and then alterning between those two for immobile elements to still get a vibrating effect. I tend to copy/paste stuff for those very slight movements, otherwise it's best to draw a new frame altogether most of the time.

Once that's done I move on to the walking cycle, as it's probably the second hardest. Some would argue walk cycles *are* the hardest animations to get right.

You'll see I'm only using the layers on the right, adjusting the opacity each time I'm making a new one, to create an onion skin effect. No other tools required for any of this!
Also, I suggest doing it part by part - instead of drawing the whole figure in one go, focus on getting one movement right (here, the legs), then move on to the next thing.

Once I end up with this I move on to adding the rest: first the head, to get the bobbing motion, then the torso, then the arms. There's still funny stuff going on with the neck/torso and ribcage, but for a sketch, it'll do. Know when to stop!

Now, for the fighting motions themselves. This is where the different fighting game concepts, such as startup frames, hit frames and recovery frames enter the play. This is the part you should design on paper beforehand.
Depending on how hardcore your fighting mechanics are, you can play looser with those rules: since Honey isn't a "fighting game", but a beat'em all in the style of Streets of Rage, the timings don't need to be as precise. I also tinker with the animation playback speed ingame based on your speed stat, so not all characters play their animations at the same speed - if you aim to make a balanced fighting 2P game, don't do that, and balance your stuff on paper first!

Honey as a character has medium speed, most of her moves average around 8 frames with a classic 3/5 ratio: 2 startup, 1 hit, 5 recovery. Big Blue, the character here, is slightly slower. The first kick, one of her snappier moves has 9 frames, for a 3/6 ratio and a slightly lower playback rate, meaning Honey should connect if she does one of her jabs during the first frame or two of BB's animation. I *could* test it ingame at this stage using my sketches, but the import process is long, so I'm working off previous experience from the other characters.

For this one I'm using a sped up frame for rhythm purposes: the third startup, with the directional lines, is 0.6 times faster than the others, making for a slightly accelerated rhythm as we go for the hit frame.

The intent for this hit is to have a short range and medium-long recovery, allowing you to get a hit in during the recovery phase if you're far away - however, there's a follow-up hit as well. This one is designed to fire off frames 5/6. So I'm using those as a new base (not idle) to design the second kick, leading back to idle:

...which has even longer recovery (and may even possibly miss a frame or two at the end to transition to idle more fluidly, but it's already 12 frames long, and I need to balance an adequate number of frames with memory constraints).

So with that I have a very basic moveset, from which all of the other moves can be designed and animated following the exact same principles.

The only moves in Honey that don't follow these guidelines are the grapples and throws, since I'm doing both characters in a single animation for depth drawing issues and... I don't recommend that. I won't be doing it again, either :-D


Hope any of it helps! If you have any questions regarding any step of the process, feel free to ask. As for tools, I've only used here the basic photoshop (or any other drawing software) layers+the painting brush. Animation timeline *can* offer previews of your WIP animations, but I kind of dislike it as it eats screen space.

Love the avatar and the banner sketch.

When I first saw the avatar with all the characters, I thought "too bad my game only has balls and no characters". Then I saw the ball in the background. Awesome. :D If it's not too late to change, I think the colors are based on my outdated avatar - now the evil balls are darker and glow red, like in this gif: http://roll-playing-game.com/upload/rpg_deathball.gif


No problem.
How could you!!??
Together with the NeoGAF ball, the balls are officially taking over the banner.

Apologies! I'll fix the colors ASAP :)
 
Cool developments I'm seeing here :) I wish I could have more than just secondary and support character finished spirtes because that's what I have so far (lead artist is still on sketch phase onwards to doing the lineart)

I'm already following the new GAFdev account and I'm really hoping to have some stuff to show in full this month. As a preview, I have another kawaii moe uguu fairy in the works:

Itatay-2_zpslfpdaaed.jpg


Can't wait to see the coloured version, which should be in this week provided the artist can get to it (he's a brutally busy person.)

And I've just gotten the sketches for several creatures and monster designs that should hopefully be done this or next week. She's proved to be very good so far, I'm liking her approaches on some of the things I asked for. A random sketch:

shiri1_zpswkbzzmj1.jpg


I'm also in the process of mixing and mastering the music and just got the opening and ending themes ready, which include very complex lyrics and vocals by a cool singer who is doing an Ar Tonelico doujin album for this Summer Comiket.

So much stuff happening in the background while I also (carefully) sneak work for the VN at my work office (after all, my day job is paying the bills!). So, yep. Progress! GAH, gotta start building the site too!! So much to do! I'm in the talks with Sekai Project so they can give me a hand with the publishing aspect since they are kind of like the to-go VN guys.
 
Great job on those twitter images. They look great!

Speaking of art I've come to an impasse with my little project. Right now I just have my mechs as a couple boxes but where I want to start building the damage modeling I'm worried that there will be issues when I eventually put in a real model down the road (if I get that far). Guess it's time to give Blender a shot!
 
Got your PM Absinthe!

Jintor, this one's for you!

Here are some details about my animation process for the beat'em all segment characters.

I'm not going into the principles of animation itself (rhythm, speeding up/down, keyframing vs. inbetweening, etc) as that'd be a whole other thing and others would do that far better than I (Noogy, I summon thee).
I'm just going into the thought process behind each step when I design/animate the first few moves for a new char. Hopefully it might help someone, and if not, it'll still count as a Honey update, so there!


First, I make the idle pose/animation. All of the other fighting moves fire off from this pose, so it's important I get it right soon. I find idles to be some of the hardest animations to do, since they're meant to evoke character, but mostly use slight and subtle movements (unless you're Elena), and slight and subtles movements are super hard to get right. Doing frame by frame animation, you can't really copy/paste elements of the whole frame for each new one, else it looks stiff, but you can get by drawing two different frames, and then alterning between those two for immobile elements to still get a vibrating effect. I tend to copy/paste stuff for those very slight movements, otherwise it's best to draw a new frame altogether most of the time.

Once that's done I move on to the walking cycle, as it's probably the second hardest. Some would argue walk cycles *are* the hardest animations to get right.


You'll see I'm only using the layers on the right, adjusting the opacity each time I'm making a new one, to create an onion skin effect. No other tools required for any of this!
Also, I suggest doing it part by part - instead of drawing the whole figure in one go, focus on getting one movement right (here, the legs), then move on to the next thing.


Once I end up with this I move on to adding the rest: first the head, to get the bobbing motion, then the torso, then the arms. There's still funny stuff going on with the neck/torso and ribcage, but for a sketch, it'll do. Know when to stop!


Now, for the fighting motions themselves. This is where the different fighting game concepts, such as startup frames, hit frames and recovery frames enter the play. This is the part you should design on paper beforehand.
Depending on how hardcore your fighting mechanics are, you can play looser with those rules: since Honey isn't a "fighting game", but a beat'em all in the style of Streets of Rage, the timings don't need to be as precise. I also tinker with the animation playback speed ingame based on your speed stat, so not all characters play their animations at the same speed - if you aim to make a balanced fighting 2P game, don't do that, and balance your stuff on paper first!

Honey as a character has medium speed, most of her moves average around 8 frames with a classic 3/5 ratio: 2 startup, 1 hit, 5 recovery. Big Blue, the character here, is slightly slower. The first kick, one of her snappier moves has 9 frames, for a 3/6 ratio and a slightly lower playback rate, meaning Honey should connect if she does one of her jabs during the first frame or two of BB's animation. I *could* test it ingame at this stage using my sketches, but the import process is long, so I'm working off previous experience from the other characters.


For this one I'm using a sped up frame for rhythm purposes: the third startup, with the directional lines, is 0.6 times faster than the others, making for a slightly accelerated rhythm as we go for the hit frame.

The intent for this hit is to have a short range and medium-long recovery, allowing you to get a hit in during the recovery phase if you're far away - however, there's a follow-up hit as well. This one is designed to fire off frames 5/6. So I'm using those as a new base (not idle) to design the second kick, leading back to idle:


...which has even longer recovery (and may even possibly miss a frame or two at the end to transition to idle more fluidly, but it's already 12 frames long, and I need to balance an adequate number of frames with memory constraints).

So with that I have a very basic moveset, from which all of the other moves can be designed and animated following the exact same principes.

The only moves in Honey that don't follow these guidelines are the grapples and throws, since I'm doing both characters in a single animation for depth drawing issues and... I don't recommend that. I won't be doing it again, either :-D


Hope any of it helps! If you have any questions regarding any step of the process, feel free to ask. As for tools, I've only used here the basic photoshop (or any other drawing software) layers+the painting brush. Animation timeline *can* offer previews of your WIP animations, but I kind of dislike it as it eats screen space.



Apologies! I'll fix the colors ASAP :)

Even if its done specially for Jintor, this is amazingly helpful for everyone who wants to animate, even if its a little.
The recovery frames and all the beat em up stuff are really helpful for our beat em up.
So thank you a bunch!
 
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