Author Archives: Alex Östermark
Polish and additional fixes
This week has been focused on polish. Especially when it comes to the levels and animations.
I have done some fixes to the animation, some final touches so that everything looks good for the final release.
There were some hiccups when it comes to the animations. For example, Marbles started to flap and move her legs when we put her animations into the game, the troubleshooting was a long and was a bit tedious, but when we found the problem then the […]
Polish and additional fixes
This week has been focused on polish. Especially when it comes to the levels and animations.
I have done some fixes to the animation, some final touches so that everything looks good for the final release.
There were some hiccups when it comes to the animations. For example, Marbles started to flap and move her legs when we put her animations into the game, the troubleshooting was a long and was a bit tedious, but when we found the problem then the […]
Even more animations
So, this week has been full of animations since that was the only thing that was left to implement before the beta.
Since we are using Anima 2D in unity it made it easy to move between the animations, if you need to change anything or make a new animation or pose then you can just move the bones and you have a new pose. But the problem with this is making a clip-doll that can be bent in this […]
Even more animations
So, this week has been full of animations since that was the only thing that was left to implement before the beta.
Since we are using Anima 2D in unity it made it easy to move between the animations, if you need to change anything or make a new animation or pose then you can just move the bones and you have a new pose. But the problem with this is making a clip-doll that can be bent in this […]
Sprites, clip dolls and bone-binding
This week has been a sort of continuation of last week, the concepts have been serving excellently to translate the concept into actual sprites.
But there was some changes that was needed to be done to the sprites to make them fit the game better.
For example, the character named Squirt needed some reworking in his positioning, he was to big and needed to be more compact since he’s spinning and shooting at the same time. So if he was too big […]
Sprites, clip dolls and bone-binding
This week has been a sort of continuation of last week, the concepts have been serving excellently to translate the concept into actual sprites.
But there was some changes that was needed to be done to the sprites to make them fit the game better.
For example, the character named Squirt needed some reworking in his positioning, he was to big and needed to be more compact since he’s spinning and shooting at the same time. So if he was too big […]
The Week Of Concepts
This week has been the week of concepts. So the most of the work that has been happening this week is the creation of some ideas for the remaining enemies in our game, this is so that it will be easier to create the sprites for the enemies that are left for the coming weeks. I made three different enemy concepts to be exact.
The process has been quite easy to actually draw them, but it’s the creation of the different […]
The Week Of Concepts
This week has been the week of concepts. So the most of the work that has been happening this week is the creation of some ideas for the remaining enemies in our game, this is so that it will be easier to create the sprites for the enemies that are left for the coming weeks. I made three different enemy concepts to be exact.
The process has been quite easy to actually draw them, but it’s the creation of the different […]
Slingy and projectiles
The most important task this week was the sprite for an enemy called Slingy, it’s a character that is supposed to come up from the bottom of the screen and shoot at the player with a slingshot.
All of the assets were made in Adobe Photoshop CC 2017.
The enemy characters in this game are supposed to have their weapons be a part of themselves to convey a feeling of that they are the weapon, that the person is not the important […]
Slingy and projectiles
The most important task this week was the sprite for an enemy called Slingy, it’s a character that is supposed to come up from the bottom of the screen and shoot at the player with a slingshot.
All of the assets were made in Adobe Photoshop CC 2017.
The enemy characters in this game are supposed to have their weapons be a part of themselves to convey a feeling of that they are the weapon, that the person is not the important […]