Browsing 'Graphics': Posts from Game Design and Graphics
Menu Items
Taking a break from animations I decided to work on on the user interface and make some menu mock-ups.
The start menu will be quite simple with a logo in the top and three buttons; Start Game, Options and Exit Game. The start game button will take you to a character select screen. There you will be able to choose between a male and a female character. There is no difference between the two player characters other than looks. The options button will take you to […]
Menu Items
Taking a break from animations I decided to work on on the user interface and make some menu mock-ups.
The start menu will be quite simple with a logo in the top and three buttons; Start Game, Options and Exit Game. The start game button will take you to a character select screen. There you will be able to choose between a male and a female character. There is no difference between the two player characters other than looks. The options button will take you to […]
Animations, Level Design and Credits Menu!
This week, in contrast to last week, I’ve mostly been doing some practical work. One of the tasks of the week has been to improve upon the animations we’ve been using so far in the proejct.
Simon Fredell did the original, few, frames while I have been improving on his work, turning 4 frames into 7, 8 into 15, etc, manually tweening between each frame.
Below is two images to illustrate what I’ve been doing.
—– >
Tweening, or inbetweening […]
Animations, Level Design and Credits Menu!
This week, in contrast to last week, I’ve mostly been doing some practical work. One of the tasks of the week has been to improve upon the animations we’ve been using so far in the proejct.
Simon Fredell did the original, few, frames while I have been improving on his work, turning 4 frames into 7, 8 into 15, etc, manually tweening between each frame.
Below is two images to illustrate what I’ve been doing.
—– >
Tweening, or inbetweening […]
Level Up!
Keeping with the theme I’ve set these past two weeks I’m going to keep talking about the different artifacts I’ve created related to the main character in the game me and my group is making. Last week I talked about how I made the first sprite of the main character, the level one sprite which you start out as. This week I’ll talk about the level two sprite, how I made it and what challenges I faced while working on […]
Level Up!
Keeping with the theme I’ve set these past two weeks I’m going to keep talking about the different artifacts I’ve created related to the main character in the game me and my group is making. Last week I talked about how I made the first sprite of the main character, the level one sprite which you start out as. This week I’ll talk about the level two sprite, how I made it and what challenges I faced while working on […]
My first font!
Hello readers, today I will talk about fonts and one I created. This is the first font I’ve ever done and I will walk you through my process. I started with researching about fonts and how make them. I started out in photoshop, created a grid and started drawing at low resolution. The reason I chose low resolution is because of the game’s art style. The game is supposed to be very pixelated and low resolution so this font was […]
My first font!
Hello readers, today I will talk about fonts and one I created. This is the first font I’ve ever done and I will walk you through my process. I started with researching about fonts and how make them. I started out in photoshop, created a grid and started drawing at low resolution. The reason I chose low resolution is because of the game’s art style. The game is supposed to be very pixelated and low resolution so this font was […]
Suit Em’ Up – Buggers
Hello again!
This week I have been working on our melee enemy “the Bugger”. He is a flying mad bug who when he sees you will do anything to head-butt you. His A.I is pretty smart as he tries to see where you’re heading and charges towards that point to cut you off and smash you into little robot pieces which makes him a though opponent.
The main thing I have done this week is doing the moving animation for Buggers in […]
Suit Em’ Up – Buggers
Hello again!
This week I have been working on our melee enemy “the Bugger”. He is a flying mad bug who when he sees you will do anything to head-butt you. His A.I is pretty smart as he tries to see where you’re heading and charges towards that point to cut you off and smash you into little robot pieces which makes him a though opponent.
The main thing I have done this week is doing the moving animation for Buggers in […]
Suit Em’ Up – Buggers
Hello again!
This week I have been working on our melee enemy “the Bugger”. He is a flying mad bug who when he sees you will do anything to head-butt you. His A.I is pretty smart as he tries to see where you’re heading and charges towards that point to cut you off and smash you into little robot pieces which makes him a though opponent.
The main thing I have done this week is doing the moving animation for Buggers in […]
Suit Em’ Up – Buggers
Hello again!
This week I have been working on our melee enemy “the Bugger”. He is a flying mad bug who when he sees you will do anything to head-butt you. His A.I is pretty smart as he tries to see where you’re heading and charges towards that point to cut you off and smash you into little robot pieces which makes him a though opponent.
The main thing I have done this week is doing the moving animation for Buggers in […]
Animations, Level Design and Credits Menu!
This week, in contrast to last week, I’ve mostly been doing some practical work. One of the tasks of the week has been to improve upon the animations we’ve been using so far in the proejct.
Simon Fredell did the original, few, frames while I have been improving on his work, turning 4 frames into 7, 8 into 15, etc, manually tweening between each frame.
Below is two images to illustrate what I’ve been doing.
—– >
Tweening, or inbetweening […]
Animations, Level Design and Credits Menu!
This week, in contrast to last week, I’ve mostly been doing some practical work. One of the tasks of the week has been to improve upon the animations we’ve been using so far in the proejct.
Simon Fredell did the original, few, frames while I have been improving on his work, turning 4 frames into 7, 8 into 15, etc, manually tweening between each frame.
Below is two images to illustrate what I’ve been doing.
—– >
Tweening, or inbetweening […]
Game Dev Feb. Texture makin
Hello guys
This week I’ve been focusing on making a tile that can be used as a ground layer on any level of the game. The idea with the tile is to make it connect with itself in any direction.
The making of the Stone tile works like you create a few lesser pebbles with reasonable detailed, for this tile I aimed to create something in our aimed art style. One thing that could be done to the existing picture is […]
Game Dev Feb. Texture makin
Hello guys
This week I’ve been focusing on making a tile that can be used as a ground layer on any level of the game. The idea with the tile is to make it connect with itself in any direction.
The making of the Stone tile works like you create a few lesser pebbles with reasonable detailed, for this tile I aimed to create something in our aimed art style. One thing that could be done to the existing picture is […]
Project “Haunted Light” 2014-02-27 Stone Walls
It’s Thursday and yet another blog post! Project “Haunted Light” (former name “Bloody Badgers”) is still going strong and we in group 5 are getting ready for our next milestone, which is the BETA version of the game. One completed artifact of my many other started ones I had for this week’s sprint is the stone wall tile set, which I will talk about on this post. Jonna, our group’s very talented lead artist, is the one behind the game’s […]
Project “Haunted Light” 2014-02-27 Stone Walls
It’s Thursday and yet another blog post! Project “Haunted Light” (former name “Bloody Badgers”) is still going strong and we in group 5 are getting ready for our next milestone, which is the BETA version of the game. One completed artifact of my many other started ones I had for this week’s sprint is the stone wall tile set, which I will talk about on this post. Jonna, our group’s very talented lead artist, is the one behind the game’s […]
So, another week and another handful of random props to be made.
I am once again faced with the fact that I have not really made anything all that exciting this week, even less exciting than last week I would say. For Last week I at least had a sofa this week it was really small stuff, but the biggest piece I think was the chair so I am going with that.
So, how to make a chair.
First look at chairs, 40’s-50’s […]
So, another week and another handful of random props to be made.
I am once again faced with the fact that I have not really made anything all that exciting this week, even less exciting than last week I would say. For Last week I at least had a sofa this week it was really small stuff, but the biggest piece I think was the chair so I am going with that.
So, how to make a chair.
First look at chairs, 40’s-50’s […]
So, another week and another handful of random props to be made.
I am once again faced with the fact that I have not really made anything all that exciting this week, even less exciting than last week I would say. For Last week I at least had a sofa this week it was really small stuff, but the biggest piece I think was the chair so I am going with that.
So, how to make a chair.
First look at chairs, 40’s-50’s […]
So, another week and another handful of random props to be made.
I am once again faced with the fact that I have not really made anything all that exciting this week, even less exciting than last week I would say. For Last week I at least had a sofa this week it was really small stuff, but the biggest piece I think was the chair so I am going with that.
So, how to make a chair.
First look at chairs, 40’s-50’s […]
Curvy trails of motion; using Beziers to smooth things out
So… I like OpenGL…. and trianglestrips… so this will be yet another post about something made using just that: namely ”motion trails”!
For those unfamiliar with the term, trails (they probably go by different names too), are essentially what makes up the ”blades” in games like Fruit Ninja:
Too make this, I followed basically the same steps as I did when creating the walls (see last blog post). I start by, every few frames (initially I set it to once every […]
Curvy trails of motion; using Beziers to smooth things out
So… I like OpenGL…. and trianglestrips… so this will be yet another post about something made using just that: namely ”motion trails”!
For those unfamiliar with the term, trails (they probably go by different names too), are essentially what makes up the ”blades” in games like Fruit Ninja:
Too make this, I followed basically the same steps as I did when creating the walls (see last blog post). I start by, every few frames (initially I set it to once every […]