Tuesday, February 8, 2011

Props atm..






^Ugh
For sure I have to make a lot more / better ones after we meet ..erm today I'll pump out more of the things in the right direction

eatman sprites so far

heres what i got. There is something we need to discuss tomorrow about the idle animation, so im leaving his face blank for now.



Monday, February 7, 2011

updated mockup

took into account some of the crits, and here is what I got, I also added in a score bar, but  it might be too much numbers going on in one place. the quarter circle on the left is the food bar, and yes it will fill up from the center, outward. the yellow is the insulin, the blue spheres water, the bar above that the blood sugar bar.

Just want to make sure we're all on the same page in terms of schedules for the next month or so. I ran this by Sandy, it looks good to her. I'm posting it on all three Nom Nom blogs.

January - Feb. 13: LCAD teams do design and art without collaboration (interference?) from UCI teams.

Monday, Feb. 14: LCAD teams make the trek to UCI, pitch ideas and design/art, teams meet (fairly briefly).

Feb. 14 - Feb. 23: Low-key interaction between UCI and LCAD. UCI students will be working on another assignment until Wednesday, Feb. 23.

Feb. 24 - March 11: Full scale interaction, face to face meetings, iterations, demo'ing of prototypes, requests from both sides for changes flying fast and furious.

March 12 - Monday, March 14: Art is frozen, UCI teams make final game play adjustments, squash bugs. Games turned in to me for grading on Monday, 3/14.

post-March 14: work continues on a few of the prototypes, schedule TBD.

Maybe we will have a Demo Day?

run cycle resource

http://minyos.its.rmit.edu.au/aim/a_notes/04_walkcycle_project.html

if you are doing a run cycle, learn this ish.

MOCK UP

Sorry this took so long! here is the mock up for how the game should look, ideally. The environment is designed around sick and dead body parts, so I tried to use lots of purples and reds and sorta grey colors. The people doing environments need to do this, use these colors, try and match this. For environment background pieces, think about this theme of sick or dying organs. I tried to make a tree like thing growing out of the ground, but really its like a vein flying up to some organic tissue. Try and be creative like that. The UI is pretty much done but i feel like it could use a bit compacting. i dunno what you guys think, let me know.

Saturday, February 5, 2011

OK last week! Lets make it count!

CHECK IT!




Nicole: Animate your popsicle and cotton candy. you'll need to animate the drip on the popsicle if you want to keep it, and you need to change the face on the cotton candy,  unless you wanna do an idle and an attack animation for it.

Erik: Environment props, your limits are 64x64 for large props(trees/lumpy parts) 128 for large(buildings, landmarks) Ian will be posting a style/concept guide for you to work off of soon.

Anna: environment props, you've seen the concept stuff already so just keep working!

Ian: Environmental styles/concepts for Erik and Anna Main character animation/remodel, Pixelated HUD

Josh: finish the documentation, begin packaging assets and building sprite sheets layout lvl one in full display

Good luck guys, Last week, we got this!
if anything comes up, email me or post it asap and ill reply as soon as possible. ill be checking this often :D

email me any new PSDs or PNGs so I can get them packaged!
Joshua.b.manning@gmail.com

Quick Edit: I've found if you go into Edit<preferences<general or "Ctrl(cmd on Mac) K" you can change your image interpolation so that it doesnt blur your pixels when you scale it up or down. Change Image Interpolation(under general) to "Nearest Neighbor" and you can scale it freely, HOWEVER you must be very precise because it will delete parts and add parts that arent their like it normally does, however it wont blur it so your can clean it up a bit easier.

presentation page








Environment Concept



This is what I've got for now. I tried to make it recognizable as the pancreas (not that the average person would know what the pancreas looks like), with those bulbous things (apparently called islets of Langerhans) as the houses and an extra big one at the end for the castle. They probably need to be modified a bit to be more recognizable as buildings, but that was the idea anyway.

SUPER EAT BOY!


Chinese New Year has been Crazy.. I know this isn't the environment Piece that I was supposed to do.. But I tried HONESTY.. but I kept failing.. I'm just not very good at making the environment for this game lol.. But I got this done I hope it makes up for somethin..!

Wednesday, February 2, 2011

Not so good enviornment concept...


Our hero is in danger!!


Sorry it's so bad I'll make another one. But I finally learned what was wrong with my .png's! So yay.

Programmer's thoughts on art

Everything looks great, but two thoughts on the art below:
  1. The HUD 2 is in .jpg format. This image format works fine in Java, but isn't ideal for sprites. OK for a background, but the problem is you (the artists) don't have 100% control over the color of each pixel. If you want that, I suggest using the PNG format, .png.
  2. The Don donut is cute. If he's going into the game, an animated gif isn't easy to work with. Can you give us a sprite sheet in .png format?
Just in case everyone hasn't seen it, here are some suggestions I posted to the now abandoned LCADgameDEV blog:

1. Use .png(PING) format for image files.
2. Sprites should be the size in the file that they are intended to be in game (it's not easy to scale them).
3. Transparent pixels should be indicated by a specific color (this is a little more reliable than using transparency in the image editor).
4. Multiple images for a sprite are most conveniently placed in the same "sprite sheet" file, but this isn't necessary -- one animated sprite can utilize images from more than one file. The sprite sheet file can be organized in any way.
5. It's fairly easy to flip and rotate sprites in the program, so there's no need for the artist to create these extra versions.
6. There's an example of a few sprite sheets and a Java applet that uses them at http://ucigame.org/Gallery/Arrownaut.html (if you see a big black border, that's a bug I'm working on).
7. One sprite can be put on top of another sprite to ease the artists' job a little. As an example, look at http://ucigame.org/Gallery/BounceHouse.html -- when the little guy bounces into the big X his eyes turn red; this is done by temporarily putting this image: http://ucigame.org/Gallery/images/et-red-eyes.png on top of the regular green-eyed one.

HUD 2


Just in case anyone wants to see..or forgot (are we doing it this way?) 

Tuesday, February 1, 2011

the Don DONUT!

LOL

Random mock up during our meeting


Is it in the body?! NO IDEA .. reminds me
more of like.. that movie.. cloudy.. something
chance with meetballs..? ahah

Plan til Saturday the 5th

OK, here we go

I'm gonna try to give everyone a task so we can focus a bit more, but feel free to work on other things as well if you'd like, but keep in mind we will need what you are assigned. If you want to do something else tell me right away so we can get you onto it.

By Saturday we need the following:

Ian: Idle finished(think you already have this) and the HUD/In game example, if you can, define the style sheet more specifically.

Anna: environment concepts, either buildings or the base environment, these dont have to be pixels, and they dont have to be orthographic, we just need to get some solid ideas.

Nicole: Same as Anna, environment concepts, either buildings or the base environment, these dont have to be pixels, and they dont have to be orthographic, we just need to get some solid ideas.

Erik: Also,  environment concepts, either buildings or the base environment, these dont have to be pixels, and they dont have to be orthographic, we just need to get some solid ideas.
However, you also owe me at least one nice piece since you seem very willing to make one.

Josh: finished idle, and started run, rewrite health/bloodsugar/water/food scales, Update doc.

I believe we have one more solid work week after this so as a head up heres my thoughts on how it will go down.

WEEK 4
Tuesday:

Ian: finish run, start jump.

Anna: have some environment pieces built(those pieces are to be decided)

Nicole: have some environment pieces built(TBD)

Erik: have some environment pieces built(TBD)

Josh: finish run, start Injured

Saturday:

Ian: Jump finished 

Anna: (TBD/fancy drawings)

Nicole: (TBD/fancy drawings)

Erik: (TBD/fancy drawings)

Josh: Finish Injured, do math, finalize game doc, collect all the assets/organize them. created full UCI art Package.

Food





Here are the food items that I've finished so far. I'm still working on the tileable texture, but I thought I'd post these up in the meantime.

EDIT: Added a few more.

Texture



These are super tiny??





The two tileable textures I made can go together too.

Props


The Ladder can stack forever! :].... stuff to Step on..
a.. Bush and danger signs!