Dynamite Shikoku
Congratulations, you really deserve it!
Man, having a baby sure turns productivity to zero. If I have any time now I just want to sleep. Somebody tell me it gets easier.
I'd say it really depends on the kind of 2D animation you want to make.
If you're looking for puppet animation (draw separated parts and animate them individually), then I'd say vector tools are a good choice, so Illustrator/Inkscape and the like to design/draw the parts - as for the animation itself, you can then use either the same tool, or something like Spine or others that have been suggested previously in this thread? I'll let others more versed in that give a more detailed overview.
If you're looking to do "classic" animation (for lack of a better word), where each frame is different, then any drawing tool will do. Photoshop, Gimp, anything for high-res 2D, and Photoshop (again), or pixel-art oriented software like graphics gale for anything and everything pixel-art related.
As far as animation tutorials themselves, I'd highly recommend looking at what's available from Richard William's masterclasses (there are video excerpts you can find, like here: https://www.youtube.com/watch?v=KxhdPraQn40 ) and reading his Animator's Survival Kit, and build from there!
Hope you don't mind me asking, sir.
Out of the majority of 2D indie projects going on here, yours has some of the most impressive animations I've seen so far, plus they are quite in line with what I'm doing at the moment (as in classic, hand drawn frame-by-frame animations): did you ever post a step by step, or is there an internet place where I can check your animations' work in progress?
I'm moving my first steps into this world, since I decided I want to design my game's animations on my own, but I still lack a proper consolidated mindset/approach towards the whole process.
Thanks in advance!
Well, that's a shame, because your animations are stunning. Keep up the excellent work!
I just don't hear stuff like this often
Thanks It's cool working with Sony (of course, I loved working with MS as well). Lots of great people on both sides.
Now I just have to find a way to work with Nintendo sometime. Because honestly, what indie developer doesn't want to see their game on a Nintendo platform?
Man, having a baby sure turns productivity to zero. If I have any time now I just want to sleep. Somebody tell me it gets easier.
That meant the in game language couldn't be a simple letter to letter one like Fez. The "things" that made this language would have never heard a word of English, so basing their language off English would be cheating. Instead I created the entire language from scratch.
I need tutorials for 2D animations...I am a beginner
Which tool is the best for it ?
Yep, it does! My baby now types in code, and gets me beer from the fridge!
Man, having a baby sure turns productivity to zero. If I have any time now I just want to sleep. Somebody tell me it gets easier.
Word of warning to Construct 2 users - porting to iOS is a royal pain in the ass.
It's possible, but it's not a simple process.
I now have my own PS3 devstation.
Currently am tinkering around with SPE to PPU communication and get to know
about the Cell operating system and stuff, getting up to speed to port some of
my stuff over to the PS3.
I love the PS3 from a technical perspective. It's a pleasure for me to program
the hardware straight.
The goal is to release my game ★Superstall★ on the PS3 as well. For me this
is the ultimate, being a console game developer using the hardware making cool
games. It's an ideal environment for me, system programming at its best.
If anyone needs help porting a game to the PS3 (on technically level only) I
may offer some help, yet my time is very restricted due to my own developments.
Am proficient in low-level math, low-level graphics, low-level programming.
That's what I love doing...
Wow, many, many thanks! Since I'm a novice in animation as well, you don't know how much this means to read something like this (Honey is my first animation heavy project), especially since I consider my stuff average at best when you have Ghost Song, Dust, Belfrey Devisee and many many others around here.
Also, you're in luck, as I have both of what you ask: a timelapse of an (old) animation here (and to be honest, it's one I really really should redo at some point) and several WIP stages of all animations in the archives here, like for instance this, leading to this then this.
As far as the whole mindset, everything I've learned I've taken from the book and videos I've mentioned above... they're that good :-D I still can't wrap my head around many of the stuff he explains and does, but practice makes perfect (and I still listen to music while animating, which is apparently a big no-no, but...)
I'd love to see some of your animation as well! Did you post anything anywhere already?
(sorry if all of this comes off as too egotistical, I just don't hear stuff like this often - and as Jobbs very thruthfully said just a few posts earlier, I'm still very much an indie artist in need of validation :-D)
Brilliant, thank you for the links! That's exacly what I'm looking for (needless to say, I added your Tumblr to my list so I can follow you there too ). The step by step is especially impressive, it makes all the little details you added in the process stand out so well. Congratulations once again.
As far as it goes with my game, no, I didn't post anything animated yet. Initially, I thought I could get some help from a friend who is a proper animator but in the end it didn't work (he's working on his personal projects too, plus I have quite a clear idea on how my game shoud be animated), so I'm now trying out different approaches and basically practising on simple tasks, as in the most basic running animation.
Hopefully. PS3 is a beast. Yet I feel home somehow. xD It's going to be someThis should be good!
Finally wrote a new blog post about Murder at Mystery Manor.
Some environment screens are up along with some design details.
Health bars!
I still want them to be a player chosen option, and off by default, but I'll admit it's fun to have around too, and adds to the 90's beat'em all vibe.
If you're wondering why Honey takes so much damage even during a block, that's because the fighting system is stat-based, and right here, she has lousy defense compared to Little Sun's high strength, so blocking will mitigate damage, but not nullify it completely. On the other hand, if you train intensively, your defense can rise so high that you basically don't need to block at all :-D
Nice! I like the new character design
Thank you kindly! We've got like 4 more characters, but he's my favorite.
By the by, I haven't checked in on Shwip in a while . How's greenlight going?
Ladies and gentlemen we have a fighting game
Loving your work, Pehesse.
Looks great, Pehesse!
^ Amazing. Period.
Does anybody here uses Unity for Android development?
If so, I'm having a problem where audio is playing with a slight delay that I have no idea how to solve. I don't have this problem when using the Editor so I'm assuming it's a platform specific and has nothing to do with my code.
Did anybody have this problem and come up with a solution?
Np! It's stagnated unfortunately - I think I need a big push from some popular sites to get it going. I unfortunately messed up the launch of our greenlight by not having enough info near the beginning ( 2 yrs ago ), so we missed our window. I'm thinking of closing it down and resubmitting once the game is 90% done. Still hoping for miracles though. Whoever plays it loves it , so that's a great feeling and is very fortunate - I just need 100x the amount of views!
Nope Pehesse I was celebrating that the part of the game can resemble a regular fighter and was imagining your game's fighting segments added to fighting game tournaments etc. Delusions of grandeur
I never ran into this issue.
How are you accessing/loading your audio files, and how big are they?
Have you tried compressing them and recompiling?
What device are you testing on?
Are there other touch-related delays in the overall app?