I must say that I'm really grateful for the Powerhouse of Instructors that I have this semester. This has been the most efficient semester because every class I'm taking are within my fields of interest and relative to each other...unlike CSG and Marine Biology. The shade is real. Any who, I'd like to thank Emil H., Brian M., Seth S, Craig S., and Mike A for serving as mentors for this SUPER-DEE-DUPER DOPE SEMESTER.
I'm not done picking your brains, yet, so lets keep the lines of communication open, DEAL?
Graphic Design student exploring the realm of Computer Simulation and Gaming from the other side of the screen.
Tuesday, December 16, 2014
COMMUDITATION
I used to hate how long my commute to school took until I taught myself to use it in a productive way. For nearly twelve weeks, my commute has been utilized for meditation and concept creation. Well, it's also long enough for me to wake up by the time I get to school.
Having one's thoughts organized before starting any task does wonders for workflow.
Having one's thoughts organized before starting any task does wonders for workflow.
Right Place, Right Time
It has been a very interesting year for me. I have had more “Right place Right time”
moments this year than I've had in the past five or so years combined. This has led me to believe that one or a
combination of scenarios is responsible for these events:
\\ I have somehow purchased a yearlong subscription
to good luck streaks.
2 The universe is setting me up
3 I have truly found my calling.
At first I thought that it was a huge coincidence, but after
examining my life thus far…I believe I’m finally on the right path. I should probably stop exploiting the laziness of gamers turned aspiring Game developers...NAH!!! YAY ME!!!!
12-13 BARRAGE OF ITEMS!!!
ERMAHGERD!!! It’s raining art assets!!! The levels were looking too similar to be
different levels. With these new assets (including
a prescription pill bottle to serve as health), we can make the remaining
levels look very different from each other.
I think we can make Martha Stewart’s cell block with the new assets...”because
it’s a good thing.” Next I’ll be making shanks
that double as beer cozies.
12-9 What's an RPG without a Mech? Incomplete, duh!
After finding out that we were going to continue
working on the later levels, I made another boss enemy. Enter Mecha Mike the Mobile. He might look vaguely familiar since he was
built in the likeness of none other than MIKE ANDERSON!!! At this point, I feel fairly confident in my
ability to pixelate people.
12-2 This would make an Epic Sweater!
If you ask me, cemeteries shouldn't look like
football fields and wooden floors should probably look like wooden floors. The grass was made with a noise filter, and
the wooden floors were made with various path patterns for the
rings/grain. Thus, they’ve been updated
and upgraded. I also made a bunch of enemies
from a reskinned Darryl. It was very
easy to make basic enemies with the awesome paint bucket tool.
12-1 TEDDY'S BERRY BEAR PICNIC
I am glad to say that we have a second boss!!! Meet Teddy the Discarded or simply put,
Teddy. Teddy, for the most part, is a
plushy, adorable version of Frankenstein’s creature. Made from parts of other stuffed animals and
creepy spikes, Teddy is pretty angry and confused. I also made a payphone, the companion piece
for the quarter on a string that will serve as a save point.
11-21 Lets get Projectile!!
What’s the point of going insane if one can’t track
the progress of their insanity, hmmm?
Enter the Insanity Bar, one
bite and you won’t be right…in the head!
Also, what’s the point of going insane if you don’t get any crazy
perks? Thus, a projectile-ish attack was
given to the Insane Darryl Mason. I say “Projectile-ish”
because I haven’t quite figured out how to combine separate animations for one
seemingly cohesive animation.
11-25 ENTER THE REAPER
There’s been a lot of talk about the Reaper in the
last couple of weeks. The decision was
made to make the appearance of the Reaper somewhat familiar. By familiar I mean making the unhooded reaper
in the likeness of our instructor, EMIL HARMSEN! Not only that, the unhooded reaper has a
rainbow pony scythe to make it more believable.
The Reaper has a Scythe Swipe attack and becomes unhooded after half of
his hit points are gone. The illustrator
paths of the scythe made it very easy to simulate the action of spinning the
scythe.
11-18 You can dither this, or you can dither that
With the reaper battles taking place in a cemetery, I
think that a couple of gravestones and a moonlit sky would set the mood. Hopefully, these will make scene really pop. The moon’s glare is
kind of sick, too! There’s so much to
gain from strategic dithering.
11-17 Key-Stain'd Shawty
We have a key for doors as well as a Game Logo/Title
Screen dealie. The idea was to have
bereavement set in a stained glass frame.
It also includes a pixelated version of the original box line art. After decreasing the size of the frames a few
times, I was finally able to import the animation for a gleaming title.
11-12 PSYCHE!!!
The bed was redone on a 160x160
pixel canvas. The original was 40x40 and
didn't have enough detail when enlarged.
Also, I learned a bit about the interpolation and how to use it for enlarging
without blurring the image. The Nearest
Neighbor option is ideal for pixel art. I also made sparkles, a teddy bear
and a quarter on a string(which was to be used for saving in the game).
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