So that handin was a little lacklustre... not even being able to export the game was a bit tough considering how much work everyone put into it. I'm still happy with how it turned out (I personally think it was easily one of the most visually stunning games there) but not being able to show it off at the end of it all was a bit hard.
Ah well, hopefully we'll be able to split it into exportable chunks to hand in so we can still show it to those who matter.
Second Year Design
Thursday, 31 October 2013
Wednesday, 30 October 2013
MDDN 243 - Project 3 Final
So things are done. The flash is animated, complete with a fade out at the end - now we just hope that the game actually decides to run for the presentation... we appear to be having RAM issues...
I have to admit, while we have had rather a lot of problems with the implementation, and in hindsight we picked a pretty difficult game to make that was a structure we had to build from scratch, I'm very happy with how the game looks. Scott's animations look gorgeous (too gorgeous for stencyl apparently), and Cat's amazing line art for the environments came out beautifully!
And hats off to the Grindwidow for looking so darn awesome!
Monday, 28 October 2013
MDDN 243 - Final Sprint
So here we are on the final stretch.
I've spent the last couple of days on the background animations and getting them integrated with the lane animation (to make it easier on stencyl, which we're having major problems with). I had to keep it under 100 frames so stencyl can actually render the poor thing, so I ditched my original idea of having them shift and zoom and fade into the background and went instead for 4 layers that fade in and out reasonably quickly.
I haven't actually seen it in motion (stencyl buggered out on me when I tried), but hopefully it looks good with everything else on top of it.
I expect the next few days are going to be pretty hectic, I'm now moving on to animating a white flash for the Spider Boss Death Sequence of Doom. Hopefully that won't take too long
Thursday, 24 October 2013
MDDN 243 - Some Progress...
So things have finally started to quieten down in my flat and I've got a bit more done in the last few days. specifically the animated lanes (which I finished in class).
I originally tried to use a grassy pattern for the animation but I couldn't for the life of me get it to work properly - it just didn't look right...
I really like how this came out though, it's subtle enough to not overpower the more important visual elements (like things trying to kill you) but it still gives a good sense of motion and I really like the watery look it gives off
I originally tried to use a grassy pattern for the animation but I couldn't for the life of me get it to work properly - it just didn't look right...
I really like how this came out though, it's subtle enough to not overpower the more important visual elements (like things trying to kill you) but it still gives a good sense of motion and I really like the watery look it gives off
Friday, 18 October 2013
MDDN 243 - Somewhat Depressing
Ok so there's been a HUGE shakeup in our flat a couple of days ago, I hope this resolves itself quickly as I really don't get time to do anything at the moment. I can't say what happened as it's really personal to one of my flatmates but I really can't afford to be put out now with so much due in soon....
On a slightly lighter note I've finished the Spider stained glass art for the menu. I had it done a couple of days ago but didn't get the time to upload it until now (I am rather happy with this one)
On a slightly lighter note I've finished the Spider stained glass art for the menu. I had it done a couple of days ago but didn't get the time to upload it until now (I am rather happy with this one)
Saturday, 12 October 2013
MDDN 243 - Shifting Things
I've thrown together a mockup of what the game might look like at the new 1280x720 resolution, to be honest this is the first real progress we've made in the field of environment design for quite a while (the counter on the right counts your souls - just in case you didn't realise). the lanes are just placeholders at the moment.
given what this looks like I think I'm not going to bother rendering the third piece of line art for the background - only the first one is actually visible in colour and I actually really like the silhouetted pieces in the background
Thursday, 3 October 2013
MDDN 243 - Panel 2 (finally)
Finally got the second environ frame rendered... *phew*
Don't know if I'll get around to doing a third one - especially given we may be shifting the aspect ratio of the game to give the art a little more room to move (also finally - I've been needing that, it just doesn't work at the moment).
Don't know if I'll get around to doing a third one - especially given we may be shifting the aspect ratio of the game to give the art a little more room to move (also finally - I've been needing that, it just doesn't work at the moment).
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