"Life is too short to make bad art."

Friday, May 22, 2015

Complete game - in action (WIP)

My good friend and gamesalad coder Darren Spencer of deep blue apps has taken the time and put the assets so far into place and made them come to life.

Here's the video on the current state of things:



It's nice to see things actually work together nicely.

Wednesday, May 20, 2015

Oculus VR Jam

One of the reasons I have been a tad busy lately was the Oculus VR Jam. 
Along with a team of talented 3D artists from qube, great coder and more than my fair share of coffee I worked on an entry for this competition. It's a 3D compact hidden object, puzzle game about finding the building blocks for a rocket ship in a messy kid's room. 

I am quite happy with the way it turned out seeing it was a rushed job (what are deadlines for if not to leave them to the last minute? We submitted with 30 minutes to spare... ;) )
Even though it didn't make it to the finalists - but there is still the public voting.... sooooo... I am asking for a small favor here.
If you got a moment, maybe you could vote for the entry 'Rocket Builders':


http://vrjam.challengepost.com/submissions/36765-rocket-builders#vote_submission_36765

Note:
Making textures for 3D models like the ones used in 'Rocket Builder' can be nicely achieved in Inkscape as well and I have put a tutorial on it on my todo list... after... well a lot of others still on that list... ;)

Tuesday, May 19, 2015

Complete game - background [part 2]



After a much longer break than planned - for various reasons and a bit of turmoil in my life - I finally get to sit down and continue the tutorial for the the complete game art.


This time I will continue fleshing out the background - before moving to the much anticipated and a more fun part of animating our character.


Even with the cogs in place the background still looking rather empty. It's not matching the style of the platforms with their rich decor. The elements in the background should match but not overwhelm the platform or enemy/ player elements.






Taking the layers into gimp and adjusting different levels of blur to them - increasing slightly the further back the layer is - results in something like this.



Putting the platforms on top along with the cogs and some light rays (simple rectangles deformed, blurred and the background works nicely. 


I hope you enjoyed this installment of the tutorial and I can assure you the next one will be a lot of fun as we start animating the main character. 

Wednesday, March 18, 2015

Complete game - background [part 1]



On to the next task - the background. There is a lot of space to cover and with the level of detail in the character, platforms and the enemies it will need some work and detail to match.

Note:
Now that I am done with the step-by-step tutorial and ready to post it here, I realize that I did explain some of this briefly in the tank tutorial a while back. Blame it on my old age or just having written too many of these tutorials to remember properly - but I still hope this is helpful as it's a bit more detailed. 






Next up will be a part on creating pipes, connections and some nice silhouettes for the background.

Monday, March 16, 2015

Complete game - platforms


Next on the list of elements to create are the platforms. They need to match the player and enemy look and feel, stand out enough and be easily identifiable as something solid to stand on.

For this sample game the game play is limited to one screen (with the platforms connecting left and right side. E.g. the player or an enemy moves out to the left only to reappear on the right side). 

Note:
Using blocks and not having to worry about seamless connection of the blocks makes it a lot easier. I will cover some tips and tricks on the creation of seamless tiles in another tutorial that is already waiting for publication. 





Placed on a tinted background the platforms look like this:


I hope you enjoyed this installment of the 'complete game art' tutorial. Next on my list will be the background - which will most likely be broken up into three tutorial posts. Afterwards it's time for the much anticipated and a bit more complex animation tutorials.  

Saturday, March 14, 2015

What's happening?



I posted the last three practical posts on the complete game art tutorial and there have been ZERO, NIL, NULL, KEINE, NO replies. This should probably scare me.
  • Either my tutorials are getting better and people can follow without any problems and questions 
  • or people are just reading and putting it away as nice but too hard and way to complicated to follow and try themselves 
  • or I am just boring my reader so much they fall asleep before they can hit the reply button
  • or people are just not reading them at all - looking at the nice colourful images before clicking on the next website suggested by twitter, feedly, etc.  
... but it won't.... :) 
I will continue on... even if it's just for my own amusement and to hand something to the coders that are currently taking this concept to Gamesalad, libGDX. Ox, Godot and monkeyX. I hope to have some links to their tutorials for you soon. 

Note:
I am still looking for a Unity, Corona and Flash coder to cover more of the popular engines. Stencil, Construct2 or other coders are more than welcome to join. ;) 

Update:
Just as pushed the publish button a reply to the last post came in... Thank you! I am obviously not just doing this for me, myself and I. :)

Friday, March 13, 2015

Complete game - enemy design



The next element to create are the enemies. They should match the style of the main character. 
In this game (the super crate boy style platformer I am aiming for) they should be clearly identifiable as targets and stand out well enough.

Note:
A common problem with a lot of 'coder art' I have seen is the inconsistency in style. This becomes even more visible when the art for the game is 'collected' from across the internet. It's perfectly alright for game engine testing to use whatever is available as long as you remember to bring it inline and replace the bits that are not matching before publishing the game.



Exporting those three designs to our player size of 48x48 pixels looks like this:


   

The animations for our player and the enemies will be covered a little later. Next up are the platforms and the background for the game. That way all the core elements are in place and you can see how they work together. That way you avoid losing yourself in details and eventually having to redo a lot of the work because it's not matching the rest.