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

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With all the latest talk about level editors I decided to start developing one for my game. It´s taken far less work than I expected, but it´s still lacking many things:
UHzfayO.png

It already has almost all the basic functionalities: zoom, tabs for element grouping, some bars for quick navigation, autoscrolling with the mouse, add & delete elements...And most of all, instant switch between edit and play modes: you can play directly in the editor panel and add or modify elements at the same time.

That's really awesome. Using Game Maker: Studio's built in level editor is a freaking pain.
 
With all the latest talk about level editors I decided to start developing one for my game. It´s taken far less work than I expected, but it´s still lacking many things:
UHzfayO.png

It already has almost all the basic functionalities: zoom, tabs for element grouping, some bars for quick navigation, autoscrolling with the mouse, add & delete elements...And most of all, instant switch between edit and play modes: you can play directly in the editor panel and add or modify elements at the same time.

That's cool! I'm glad you're figuring it out.

I decided to make a video of my level editor in action: https://www.youtube.com/watch?v=Lhhg2_hnkYA

The little numpad-looking table at the bottom-right of the screen is an index of the kinds of objects I can put into the world, each selected by hitting the corresponding key on the keyboard. That way the mouse is reserved for placing/dragging objects or panning the screen.

I love that everything just works exactly as I need it to. Having the right tools is incredibly important to a more efficient development cycle.
 
That's cool! I'm glad you're figuring it out.

I decided to make a video of my level editor in action: https://www.youtube.com/watch?v=Lhhg2_hnkYA

The little numpad-looking table at the bottom-right of the screen is an index of the kinds of objects I can put into the world, each selected by hitting the corresponding key on the keyboard. That way the mouse is reserved for placing/dragging objects or panning the screen.

I love that everything just works exactly as I need it to. Having the right tools is incredibly important to a more efficient development cycle.
Yo - I'm going to steal your numpad trick. Right now I just copy/pasta and resize geometry, drag n drop new objects. Taking that down to one keystroke would be divine in-editor! Good shit.
 

HelloMeow

Member
Neat. I just started working on an editor for my game as well. I'm making a music based game, where people can use their own music and for the longest time I couldn't figure out a fitting theme for the visualizations.
Everything I made seemed so arbitrary, while there was so much room for all kinds of different visuals.

So now I'm making a theme system and editor, so people can create, edit and share their own themes. I've got the basics working. There's an object hierarchy, component model, object placement and serialization. Now I'm starting on a prefab system and an asset pipeline.
sBU7DRM.png
 

SeanNoonan

Member
I like the lighthouse.
Yey :D

This looks ace, and doesn't deserve to be dropped off the last page ;)

I attempted a video devlog to go over the changes I've been making to the game. I discovered that my time in Canada has resulted in me starting every sentence with "so" and ending every sentence as if it were a question. I also hate my voice so much D;

Devlog: https://www.youtube.com/watch?v=LqClpzSknpo

So don't judge too harshly?

;)
 
Yey :D


This looks ace, and doesn't deserve to be dropped off the last page ;)

I attempted a video devlog to go over the changes I've been making to the game. I discovered that my time in Canada has resulted in me starting every sentence with "so" and ending every sentence as if it were a question. I also hate my voice so much D;

Devlog: https://www.youtube.com/watch?v=LqClpzSknpo

So don't judge too harshly?

;)

Thanks man! I hate when I realise I was the last post on a page (._. )

Also, I could sit here and watch you click on different locations on that map screen all day. That button feedbaaaaack
 

Ianan

Member
Today I got some simple aiming and shooting done plus a nice little laser sight for when aiming.

I'm really happy how fast the basics of this are coming along.


cbdc58e1c8.gif

This looks great! Is this all done in Blueprint?
Wondering if you have any cool resources or tutorials on how I could achieve something like this myself.
Great job!
 

correojon

Member
That's cool! I'm glad you're figuring it out.

I decided to make a video of my level editor in action: https://www.youtube.com/watch?v=Lhhg2_hnkYA

The little numpad-looking table at the bottom-right of the screen is an index of the kinds of objects I can put into the world, each selected by hitting the corresponding key on the keyboard. That way the mouse is reserved for placing/dragging objects or panning the screen.

I love that everything just works exactly as I need it to. Having the right tools is incredibly important to a more efficient development cycle.
Wow, yours looks impressive. I like a lot the alpha checkered background, looks much better both esthetically and practically than the grid lines I´m using. What system are you using to save the levels? I don´t know if ini are a fine choice, if I shoudl use xml or if I should come up with a file system of my own.


Added some new mech units to my game

Basic Light Mech

hzhO22C.gif


Anti Air Mech

An44MeL.gif
Looks really good, but I would like to see some more variety in the mecha design, so that each type can be more recognizable.
 
Yey :D


This looks ace, and doesn't deserve to be dropped off the last page ;)

I attempted a video devlog to go over the changes I've been making to the game. I discovered that my time in Canada has resulted in me starting every sentence with "so" and ending every sentence as if it were a question. I also hate my voice so much D;

Devlog: https://www.youtube.com/watch?v=LqClpzSknpo

So don't judge too harshly?

;)

Nice job, Jack's looking really polished these days and your 'so' count was completely acceptable!

On the downside this reminds me that it's been over a month since I last did a video devlog. God I hate making videos :'(
 

jarosh

Member
That's cool! I'm glad you're figuring it out.

I decided to make a video of my level editor in action: https://www.youtube.com/watch?v=Lhhg2_hnkYA

The little numpad-looking table at the bottom-right of the screen is an index of the kinds of objects I can put into the world, each selected by hitting the corresponding key on the keyboard. That way the mouse is reserved for placing/dragging objects or panning the screen.

I love that everything just works exactly as I need it to. Having the right tools is incredibly important to a more efficient development cycle.

That looks really cool! Thanks for sharing.
 
Thanks everybody! ♥♥♥

Wow, yours looks impressive. I like a lot the alpha checkered background, looks much better both esthetically and practically than the grid lines I´m using. What system are you using to save the levels? I don´t know if ini are a fine choice, if I shoudl use xml or if I should come up with a file system of my own.

The checkered background is a lot easier for me to read than a grid, though I'm not sure where I first saw it used in this fashion. Probably lots of places, to be honest. Photoshop uses a checkerboard texture for transparent backgrounds, but I was probably more inspired by Spine doing it. Then all of the assets are drawn at either 0.1 or 0.9 opacity (depending on whether I'm editing gameplay elements or decor) in part so I can still see the grid, but more so that I don't accidentally stick an asset behind another and never realize it. There are a lot of legitimate reasons for assets to be underneath another (for example, the woodpile behind the shed window), so I wanted a way to visualize that intrinsically.

As far as saving the levels, it's pretty simple. I went over it some back in this post. It's just pseudo code there. This is the actual saving code: http://dumptext.com/D2EOjrhb and then this is a text dump of the save file for the room I showed off in the video: http://dumptext.com/ssUNaQsi
 
Guys.

Moral dilemma.

I have to cut one of my subclasses because it no longer fits into the narrative. I realized that, while I *know* what the other subclasses are, I am completely lost on Subclass 3.

So I am merging Subclass 3 with Subclass 1.

My problem? Subclass 3 was a space-based subclass called The Space-Time Imperium. And that name fucking kicks ass. Subclass 1 was my Firefly/Dr. Who/Farscape mash-up called Claw Marks (because the TV show was called Claw Marks). My naming convention right now for the subclasses is the show/game/etc. that it stems from in my universe. I'm leaning towards just making the STI the bad guys of the Claw Marks mythos, or I could also just ditch Claw Marks for the Space-Time Imperium.

DevGAF, tell me what to dooooooooooooooooooooooo.

I decided to make a video of my level editor in action: https://www.youtube.com/watch?v=Lhhg2_hnkYA

The little numpad-looking table at the bottom-right of the screen is an index of the kinds of objects I can put into the world, each selected by hitting the corresponding key on the keyboard. That way the mouse is reserved for placing/dragging objects or panning the screen.

you made your own level editor.

amazing. it looks kickass, lili.
 
Looks really good, but I would like to see some more variety in the mecha design, so that each type can be more recognizable.

Thanks and I agree which is probably why I will only have a few mech units , not a lot of part variety to build from. Probably try have a mix of tanks and mechs and air units .
 

anteevy

Member
Really cool editors posted here! I'm using a heavily customized version of Tiled ( http://www.mapeditor.org/ ) for creating my levels. Actually, a friend is doing most of the work for me as there's so much stuff to do and customize, it would push the game's release back a few months.

Screenshot of the editor:
torchedhill.com/uploads/BallhallaEditor.png
This is ingame:
http://roadtoballhalla.com/hp/images/05s.jpg

The numbers on the red tiles display the trap delays. Traps with "1/2" delay for example activate exactly between two traps without delay. Really easy to create complex rhythmic patterns this way.
 

correojon

Member
Thanks everybody! ♥♥♥

The checkered background is a lot easier for me to read than a grid, though I'm not sure where I first saw it used in this fashion. Probably lots of places, to be honest. Photoshop uses a checkerboard texture for transparent backgrounds, but I was probably more inspired by Spine doing it. Then all of the assets are drawn at either 0.1 or 0.9 opacity (depending on whether I'm editing gameplay elements or decor) in part so I can still see the grid, but more so that I don't accidentally stick an asset behind another and never realize it. There are a lot of legitimate reasons for assets to be underneath another (for example, the woodpile behind the shed window), so I wanted a way to visualize that intrinsically.
I hadn´t thought of overlapping items hiding something below them, that´s a great tip, thank you!

As far as saving the levels, it's pretty simple. I went over it some back in this post. It's just pseudo code there. This is the actual saving code: http://dumptext.com/D2EOjrhb and then this is a text dump of the save file for the room I showed off in the video: http://dumptext.com/ssUNaQsi
Ok, so you basically run a loop for all the instances of the desired object types and write the properties to a simple text file. Nice! I was thinking of using a mixed method:
  • 2D array for the static objects: I can set each value to a single identifier (-1= empty, 0 = solid block, 1 = spike...) so in the end I get a an array of size [level_width/UNIT, level_height/UNIT] and I can easily loop through it and get the real world coordinates of element (i, j) as x = i*UNIT, y = j*UNIT.
  • 2D array for decorations: Same as above but for tiles not tied directly to an object.
  • List for configurable elements (moving platforms, enemies...): I would save the id of every instance of the desired object types in a list and then loop through this list, using object_index to decide which properties to export to the save file. I was thinking of using ds_maps for the properties in some way, so the writing and reading can be done quick and easily with GM´s built in functions.
However with this method there will be a lot of useless info, like all the positions in the 2D array that are empty, and I will need 4 of these arrays for a single level (2 for the overworld and 2 for the subworld), so I´m thinking of a method to compress this info and get rid of the empty spaces...

Thanks a lot for sharing the code and process, it helps a lot :)

Guys.
Moral dilemma.
(...)
Space-Time Imperium is a kickass name, you should definitely keep it, but it looses some punch if it´s just a part of another group, so I would say ditch Claw Marks for STI.
 
Looks ace. Loving the numpad idea :)

Yo - I'm going to steal your numpad trick. Right now I just copy/pasta and resize geometry, drag n drop new objects. Taking that down to one keystroke would be divine in-editor! Good shit.

Gracias! I forgot to mention that it's not just limited to ~9 objects either. I can use the plus and minus keys to tab through additional pages of icons, which then respectively updates the hotkeys. It's super handy.


Ok, so you basically run a loop for all the instances of the desired object types and write the properties to a simple text file. Nice! I was thinking of using a mixed method:

That's pretty similar to a lot of level editors and older storage methods, but the problem is it limits each tile to a single asset, and it limits asset placement to being on the grid only. Certain games are designed with those limitations in mind, and yours may be one too, but I needed something more robust.


Really cool editors posted here! I'm using a heavily customized version of Tiled ( http://www.mapeditor.org/ ) for creating my levels. Actually, a friend is doing most of the work for me as there's so much stuff to do and customize, it would push the game's release back a few months.

Screenshot of the editor:
torchedhill.com/uploads/BallhallaEditor.png
This is ingame:
http://roadtoballhalla.com/hp/images/05s.jpg

The numbers on the red tiles display the trap delays. Traps with "1/2" delay for example activate exactly between two traps without delay. Really easy to create complex rhythmic patterns this way.

Whoa. I've never seen someone use Tiled for something 3D before. (not that you're the first, I just haven't seen it). That looks great!
 
This looks great! Is this all done in Blueprint?
Wondering if you have any cool resources or tutorials on how I could achieve something like this myself.
Great job!

All blueprints yes :)

To be honest though it's a mix of like 3 different tutorials and my own stuff, the best would be to break it into parts and Google tutorials for each part. For example I found a good aiming tutorial for sides rollers and a good line trace tutorial, then I put it all together and got another tutoiral on how to make a beam particle and add that too
 

correojon

Member
What system do you guys use for the main character behaviour? I use a Finite State Machine, and have a pair of action and state scripts for every state, for example the Walk state will have the script actWalk (used to change to that state) and stWalk (with the code to be performed when in that state). This way it´s easy to locate the source of unwanted behaviours, can be easily adapted for the AI and is really easy to control animations and transitions. It´s also very easy to include new states and they won´t mess the rest, unlike using for example a big "movement" script, which may start producing bugs when you add a new action that allows the player to fly.


That's pretty similar to a lot of level editors and older storage methods, but the problem is it limits each tile to a single asset, and it limits asset placement to being on the grid only. Certain games are designed with those limitations in mind, and yours may be one too, but I needed something more robust.
Yeah, I´m basing everything on a 32x32 grid, even player movement definition constrains, so it suits nicely my needs for the static objects. The player must somehow recognize the grid to a point so he/she can measure distances without fail. I´ll use the background & foreground more freely to make it look less blocky.
 

Fox1304

Member
Hey guys, we're working on a skins/accessories system for the hero of our (currently) Apple TV and (soon) iOS/Android game, Tanoo Jump.
Fun addition and our artist just loves finding new skins for his character.

26tn6SLiKjjEtSwla.gif


Some rough sketches of some skins ideas :

skin01.jpg

skin02.jpg

skins03.png

skin04.png


For those interested, we'll do another timelapse of the creation of one of the skins, so feel free to tell which one you'd like to see live, like we did for the Quarterback one :

https://www.youtube.com/watch?v=YJm53noowos

If you're interested in trying Tanoo Jump (on Apple TV only for now), feel free to quote this post to get some promo codes for the App Store. (please add a quick message or shoot me a PM to tell if you're using one, you know how it goes ;) ).

 

friken

Member
I'm still at it.... not much visual to show as I'm deep into making of the dialogue trees currently. I have to say, I do really love articy draft... I was initially doing all the dialogue directly in unity but was becoming almost unmanageable. I moved to articy which has a nice xml export. Here is a screenshot of one of the 25 alien races in StarDiver. This screenshot is only about 1/2 the tree and only about 1/2 complete. Tedious but fun part of the dev work.

convtree.jpg
 

shaowebb

Member
Before I even show anything, can I just say how gorgeous everyone's games in this thread looks?

It would take up the entire page if I quoted everyone so know that, DAMN.


This screenie doesn't have any of the shaders that I've been working on, nor any of the little visual details that I'm planning for it.
I'm not sure if it's going to be in the "demo" yet, there's still a bit of work to be done for it (skybox, music, getting rid of some effects and adding a few effect and alterations, especially the terrain map)

Basically it's the first "area" of the chapter that you enter.

outpost.png


Sidenote, I went back today and played a bit of older games to see if it could jump start my level design mentality and it's made me think of all these little visual touches that'll add to the progression of the player.

The overall puzzles have been done for the hostile area, now it's a matter of putting them in :p

I'm diggin this. I'm gearing up a background to test some shader setups to come up with a list of material and node layouts that give me the sort of cel shaded comic book look I like and this image appeals to me greatly. Will you be making a bump or displacement map for this to see if it lends anything to the textures and how they pop? Also have you ever experimented with setting up ramp shader style stuff with light emitters?

Just figured it'd be good to ask someone else circling the same territory.
 

Jumplion

Member
Okay! So, hopefully this counts as a more "substantial" update:


(I'll spoiler it if any of you are photosensitive)
(Also, ignore the green lines, that's a weird capture thing from gifcam)

I redid the UI so it's not the resized, blurry, pre-packaged sprites that Unity comes with.

I also added a point light behind each of the sprites and had them shift color depending on how close they are to the center. Still looks eh, I need to make the enemies more distinctive and easier to see, but this is as good of a place to start as any I suppose. If anyone has any suggestions, I'd love to hear them, I'm a blind bat when it comes to art/visual stuff.
 
I'm diggin this. I'm gearing up a background to test some shader setups to come up with a list of material and node layouts that give me the sort of cel shaded comic book look I like and this image appeals to me greatly. Will you be making a bump or displacement map for this to see if it lends anything to the textures and how they pop? Also have you ever experimented with setting up ramp shader style stuff with light emitters?

Just figured it'd be good to ask someone else circling the same territory.

Yep! I'll upload a gif later but what I've done (I'm using ShaderForge by the way but it can be applied to pretty much any shader editor) is attach the normal map texture and a Vector3 node to a multiply node, connecting that to the Normal input.
What the Vec3 node does is allow me to change the normal map's intensity with R (x) G (y) or B (z). That way has allowed me to make a really cutout tiled section for the labs while lowering the intensity for the walls for the trail lights to run across.

I'm actually experimenting with feathered Emissive lighting right now (hoping it won't conflict too much with my shader) but what I've done is a bit weird to get the cel shader stuff.
I haven't used a ramp texture, what I've done is this

Dot Product - (Light and Normal Dir) > Posterize, (Normal and Half Dir) > Posterize. (Half Dir and View Dir) > Multiply.

After the Normal and Half Dir posterize, I add that result into a Power node and (stepping back) < Exp (exp 2) < Lerp 0- 1 < Slider 0 - 2 (Gloss)

I've done other weird experimentations but that result gives me a really cool shadow that looks like it's ink bleeding away.

By the way, I have no goddamn idea what I'm doing.


Uploaded another track from the GS OST, if anyone wants to chill out and reflect on their horrible lives, this is a good song for it.

https://www.youtube.com/watch?v=PALWo2gmV3Q&index=3&list=PLrXjZ11Pl7WbO-F1qOvfTUpkjoKCjfy8m

You magnificent bastard, this sounds incredible man!
 

Kalentan

Member
Hey guys! I haven't posted in here in a while... Been on a working block so I haven't made much progress. (Mainly because I have been freaking myself out about what's on the bridge and past it despite having not even seen the bridge yet.) Yet in taking my first day of Graphic Art at my school and me signing up for the Student Adobe Creative Cloud payment thing... I have begun to work with Photoshop. Thus I began to wonder, if in my game, while I will use pixel art for levels and such. Why not use drawings for the menus and cutscenes. (Originally going to use pixels as well.)

Well, here's a novice attempt at drawing a character in Photoshop, then realizing they were too small and then needing to do edits to make it look 'normal' at the right size. Not to mention that their proportions might be hilariously wrong.

Original (with correct character):
hjGb.png

New (with incorrect character):
ijGb.png

Also anyone think they could give me some tips on drawing with photoshop? Cause honestly I'm unsure if I should be drawing characters much larger than they need to be or not. At the moment it looks very pixel.
 
Being proud of something has never been a requirement for me showing it. I've been showing gs stuff here since the beginning.

That's true, now that I think of it!

I'm growing more and more courageous showing stuff here even if it's not exactly "presentable". (The battle system is the biggest "thing I want to show" but is basically all programmer art at the moment)
 

GulAtiCa

Member
Got myself a new awesome graphic artist (Colleen Wilson) for my Asteroid's inspired game, Rocket! Feels good to find someone new to help make graphics.



So I now have 2 people to help make me graphics. Works out great.

For my "Rocket!" game, currently experimenting with possibility of having online multiplayer for it. Both co-op style and battlemode style. I do have some experience working with web sockets and memcache servers.
 

Ito

Member
Damn all these cool level editors. I'd like to make one for myself, but then again, I make extensive use of tilesets in my rooms (90% of what you can see on the screen is tiles).


And I still have a lot of sprites to animate.

This is Hibari's new run cycle animation so far. I still have to draw the clothes, the hair, and all the additional equipment (as I said a few post before, I do all the detail later so I can focus on animation first).

j8ixiFt.gif


I think I'll ad an extra frame to smooth the torso+head rotation. Can't wait to do the hair, which is absolutely my favorite part :)
 
looks good!

if I was fiddling with it I think I'd bring the neck/head forward a bit and tilted forward a bit.

Seconded.

Got myself a new awesome graphic artist (Colleen Wilson) for my Asteroid's inspired game, Rocket! Feels good to find someone new to help make graphics.



So I now have 2 people to help make me graphics. Works out great.

For my "Rocket!" game, currently experimenting with possibility of having online multiplayer for it. Both co-op style and battlemode style. I do have some experience working with web sockets and memcache servers.

Looking good.
 

shaowebb

Member
Yep! I'll upload a gif later but what I've done (I'm using ShaderForge by the way but it can be applied to pretty much any shader editor) is attach the normal map texture and a Vector3 node to a multiply node, connecting that to the Normal input.
What the Vec3 node does is allow me to change the normal map's intensity with R (x) G (y) or B (z). That way has allowed me to make a really cutout tiled section for the labs while lowering the intensity for the walls for the trail lights to run across.

I'm actually experimenting with feathered Emissive lighting right now (hoping it won't conflict too much with my shader) but what I've done is a bit weird to get the cel shader stuff.
I haven't used a ramp texture, what I've done is this

Dot Product - (Light and Normal Dir) > Posterize, (Normal and Half Dir) > Posterize. (Half Dir and View Dir) > Multiply.

After the Normal and Half Dir posterize, I add that result into a Power node and (stepping back) < Exp (exp 2) < Lerp 0- 1 < Slider 0 - 2 (Gloss)

I've done other weird experimentations but that result gives me a really cool shadow that looks like it's ink bleeding away.

By the way, I have no goddamn idea what I'm doing.

No one does. Thats the secret. We all go in and just figure out ways around problems as we meet them and try to plan ahead to keep stuff at bay.

You should make some Black and white versions of your textures by playing with the threshold and levels modifiers in photoshop (or whatever you use) and make yourself a Bump map and Reflection map to add to what you have. It'll make it jump out a ton. Displacement maps are also good.

I posted this awhile back for someone looking at blender since I was relearning maya tricks in blender awhile back. However, it gives a REALLY good detailed explanation on what maps are for and how they work.
Map descriptions

You seem to know how to use your nodes in your material and shader stuff so check these out and see if any of what it says to do with maps is something you can pop into the nodes in your program. Just make some black and white texture variants, and put them through the right kind of node and connect that to what you have. Might help light and texture some. Your definitely looking good so far even before that.

I haven't gotten to texturing my stage yet. Still need to unwrap it piece by piece. Plus I still have several more things to make for this stage.

Anyhow, I'm not worried too much about posting early model work in blender on a stage so I'll post what I got so far.

bKjZp47.jpg


Still needs backdrops, and a whole lot of bits and bobs like plantlife and lanterns and such, but so far its turning out okay. Should do well with cel shading since I have a lot of actual geometry to work with.
 

Ito

Member
looks good!

if I was fiddling with it I think I'd bring the neck/head forward a bit and tilted forward a bit.

Nice point, m8. I'm already changing this and it definitely looks better.

Very cool. Maybe it could use a little bit more of bobbing up-and-down motion as she runs? That's the impression I get, but I'm not an artist at all, so... *shrugs*

This is easy to achieve as well, so I'm going to see if it looks better like that.



Thanks for the feedback guys!
 

shaowebb

Member
Damn all these cool level editors. I'd like to make one for myself, but then again, I make extensive use of tilesets in my rooms (90% of what you can see on the screen is tiles).


And I still have a lot of sprites to animate.

This is Hibari's new run cycle animation so far. I still have to draw the clothes, the hair, and all the additional equipment (as I said a few post before, I do all the detail later so I can focus on animation first).

j8ixiFt.gif


I think I'll ad an extra frame to smooth the torso+head rotation. Can't wait to do the hair, which is absolutely my favorite part :)
I love your 2d work. Great stuff! Man those details are a pain to animate frame by frame though. Good luck man. Looks fantastic so far.
 
Damn all these cool level editors. I'd like to make one for myself, but then again, I make extensive use of tilesets in my rooms (90% of what you can see on the screen is tiles).


And I still have a lot of sprites to animate.

This is Hibari's new run cycle animation so far. I still have to draw the clothes, the hair, and all the additional equipment (as I said a few post before, I do all the detail later so I can focus on animation first).

j8ixiFt.gif


I think I'll ad an extra frame to smooth the torso+head rotation. Can't wait to do the hair, which is absolutely my favorite part :)

Art and animation looks great as usual. The only critique I have is that maybe her running form looks too "proper."
 

Jumplion

Member
Oi, I just realized I spent half of today pounding away at the UI and menu system of my game, and this is the pretty neat result;


It took way too long to get the animations done, and I still need to fiddle with those. Played around with Perlin Noise for the background effect you see. Overall, pretty neat.

I'm getting pretty close to finishing everything. I just have a few more features, like a leaderboard, and a few other small things here and there and it might possibly be ready to go.
 

correojon

Member
Damn all these cool level editors. I'd like to make one for myself, but then again, I make extensive use of tilesets in my rooms (90% of what you can see on the screen is tiles).

And I still have a lot of sprites to animate.

This is Hibari's new run cycle animation so far. I still have to draw the clothes, the hair, and all the additional equipment (as I said a few post before, I do all the detail later so I can focus on animation first).

j8ixiFt.gif


I think I'll ad an extra frame to smooth the torso+head rotation. Can't wait to do the hair, which is absolutely my favorite part :)
It looks great, I specially love how she swings her arms, it´s a very natural movement and seems full of energy. I´m amazed at all the work that´s sure to have been done to get this, I´m animating much simpler sprites with a lot less frames and it´s taking me ages :S. The only thing I think feels a bit strange is the head rotation: try running yourself, your head should go "up and down" but it won´t rotate. Your eyes will surely be fixed on the objective (the place where you´re running to) and that will guide the head and neck in place.
 
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