Showing posts with label animation. Show all posts
Showing posts with label animation. Show all posts

Monday, 25 May 2015

25/5/15 - Game Jam - Polished Animation



This animated sprite was made by swapping out the movie clips in flash for polished artwork made by Ronja in photoshop. Certain assets, such as the dress, the apron and the hair were un-animateable, so I've been a little naughty and worked my way around it.


1. THE APRON.

The apron was really beautifully made, but it wouldn't animate properly - in fact, everything that didn't animate had a 'flow' - cloth, hair, flowing nicely. Except it just wouldn't in flash. So I've gotten around this by making a shape tween where the apron was, and animated like that.


2. THE DRESS.

The dress was tricky. I initially planned out for there to be many frames to the dress as seen in my early animations, but when I used the warp tool in photoshop on the initial dress, it didn't play out in flash nicely. The dress is perhaps two or three of eight original warped images. Not the most flowing of all the animation, but it serves it's purpose.


3. THE HAIR.

I used the same kind of tricks as I did with the apron. However, the shape tween didn't want to play nicely as one big shape, so I split it into three with three colours, and did it like that. The downnside to this was that the texture of the hair - all the  nicely painted one in photoshop - isn't present, but adding the original over the top gives it a nice feel.




IN OTHER PROGRESS:

Dan and Callum have been working solidly on code. It's wickedly addictive, and now is just a case of adding in polished assets in place of placeholders

25/05/15 - GAME JAM - Animation Update

Hello all!

Last time I left off, I had just roughed out the basic body animation in flash with tweens and keyframes. Callum suggested that perhaps the original  -  on the left looked like she was jumping, so I switched the timing of one of the legs.



Today, I've been working on the flow of the dress, here's what I've got so far. I'm still not sure what one I should choose just yet, so I'll be working in both. The good thing about using symbols to animate is that I can swap them out for nicely coloured ones, and all should still be the same. 




Next is animating hair!




Sunday, 24 May 2015

24/5/15 - Another game jam progress post

Because this is on such a short schedule, I'll be updating here a lot this week. Combined with the fact that I'm on the art side and not the development this time, there's a lot more to show!



I started with crappy thumbnails in photoshop...


and refined it with this as a reference. I've been looking at all sorts of reference videos. I found one with women jumping on trampolines, and while that was really great for dresses and hair, they all anticipated the fall, so it would look really un-natural. This is why I was looking at diving in my previous post - it's slower to watch and more natural to a point.

After I couldn't find what I was looking for, I found these videos of skateboarders, where falling off is common. In this screenshot, the man was about to fall off, and it's the pose that one makes after being about to fall is what I'm looking for. It looked natural, and I decided to tweak it from there.


Now I'm currently working on animation, here's a peek in .gif form, no refinement, just movement.





24/05/15 - GAME JAM

Hi everyone. After finishing Uni, myself, my brother (the code guy), CallumRonja and Matt are teaming up to create a game in six days. Currently, we're on day two, and it's due for Thursday. Exciting!


Hopefully, it won't take nearly as long as me on my own, and now there's a dedicated person for code, it can't go wrong.

This is basically what we're trying to do.


This is Matt's quick concept of our game. The idea is that it's a never ending free-fall game controlled by A&D keys. Avoid the danger, pick up hearts, score points.

The theme for the end of year show is Alice in Wonderland, so that's what our game is based on. 


I look forward to seeing what we can get done! 

Also, looking at references, I found this. Absolutely gorgeous reference for climbing and diving. <3



Thursday, 26 March 2015

26/3/15 - Oh.

This post is just oh.

Every time I fix one problem, another comes up. I think this video can explain it better than I can. I've no idea what the hell I've done here.



Help. 

Monday, 23 March 2015

23/3/15 - I owe you some progress

From my last post a few weeks ago, I've been trying to get things to work in Unity.

Here's what I've got so far!

And sweet baby jesus has this taken a long time to do.

I've had such a problem with sprites. I never would have guessed that would be my biggest problem.

My first problem was getting everything to slice nicely so I didn't get a jiggly frame without guesswork. With the help of Wayne Peters, a game art tutor, I've managed to get that bit down! Great!

Problem two was an issue with the code. I followed this tutorial, and for whatever reason, I could swear on my life code just kept appearing out of nowhere. Thankfully, I have my talented brother to help me see where I'm going wrong - hint: It was capital letters, lower case letters, wiggly brackets and semi-colons.

So! All coded up, and problem three is again an issue with the sprites. As you can see from the video, there's a nasty jump there between an idle animation and the run. I'd wager it's because the sprites aren't the same dimensions.

Either way, enjoy my progress and look out for more stuff. I might need to change that picture on the banner, I'm not going to have much hair left once this software has made me pull it all out.

Tuesday, 10 March 2015

10/3/15 - It's been a while, hasn't it?

Hi folks.
I've got nothing artsy to show for the minute, but I'd like to show you a few tutorials that I've been using to help me get to grips with Unity.

Sprite Sheet Generator - This was a pain in my side before I realised I could do this. I was struggling with how to turn my animation into a sprite sheet, as it's pretty easy to make sprites with a sprite sheet in Unity. I thought, well, instead of trying to put my .png sequence into a big sheet, surely there's a button. Hint: There is!

This is my crappy little box jump I'm playing with, and this is the sprite sheet it made.

























Then, there's this tutorial I've been following, how to get my character into a controller. I think this might take a while, folks. Don't forget about me if I don't post!




Tuesday, 24 February 2015

24/2/15 - More Animation

Time has flown by this week. I've no excuse for not posting other than that I honestly lost track of days.

Firstly, the run is near enough finished (to a point that I'm happy with). The trouble with my references was that I hadn't bounded like the run is supposed to, so I didn't get the cape right. In my video, where it was a light jog, it was a little swish from left to right - so the cape swish that worked well in the jog didn't transfer over properly to the bound.


There's a good chance that the cape might be too heavy on the way down, but at least it doesn't look like a solid object now!

Secondly, there's an idle animation done now. This is for when there's a period of inactivity. I started with a longer arm swing, but was told to shorten it by Callum



Saturday, 14 February 2015

14/02/15 - Princess Pants has a cape!

Today, I've been working on Princess Pants' cape. There's some overlapping action in the cape knot, but this needs work and it's just a basic thing at the moment. I've been looking at my own running reference, but I feel like I might need to be running on the treadmill to get the run right, as my own is more of a jog than a bound.


Looking at it, the cape definitely needs to be higher up for longer. That's for tomorrow!



Lastly, Happy Valentine's Day! Here's a picture of Princess Pants and Carrot the Rat having a cuddle. Remember to tell everyone that means something to you "I love you."Valentine's day is for loving everyone, including yourself, so make yourself a nice meal and put your feet up for the day.



From here on in, the work on the Princess Pants Facebook Page is going to be completely different to the blog, so be sure to head on over there from time to time. 





Thursday, 12 February 2015

12/2/15 - Princess Pants run

Today I've been working on backgrounds and Princess Pants' run cycle. It's not yet finished - there's definitely some things that need refining, and there's a cape that needs adding, but here's the work from today/yesterday!


This is the first run cycle I made, using the legs from the previous post. Julia Young pointed out to me that perhaps it was a bit fast, so I added some frames in.


This is the slower bounding run. It's animated on twos, and is a total of 24 frames.



Sunday, 8 February 2015

08/2/15 - Run Cycles

I've been a bit inactive as of late, and that's down to doing my dissertation. For the love of God, I hope to never write another essay for as long as I live.

I've been itching to get started on production, and today after my marathon shift at work, I've started some run cycles. Here are my first couple of attempts.

Now this first one was done by looking at a reference sheet, and making similar poses. I only did one side for quickness, so I don't really care about it at this point, I'm just getting some basic looks done.

This one here was exaggerating the first one. I didn't really like this one to be honest.

In between the last one and here, I decided to give the bone tool a shot for quickness. I was really struggling with the legs drawn by hand, and, so I wanted something a little speedy. I actually quite like the look of how this is going.

This was a happy accident. I went to loop the top one again, and accidentally chose only half of it. Now it's quite an animated, jumpy run. Imagine that's fully done, again, these are only in halves just to see how it'll look quickly and save my time. I'm not a lazybones, I just work efficiently.

This is a continuation from the one up there. I decided I'd give it a go, and actually fill in the legs over the top.

This one is more or less the same as the one up there, except I deleted every other frame to work on twos. I don't like how this one looks so much, so if I choose to work on twos, I'm going to have to have a look at re-doing the shapes.



Well, I hope you've enjoyed today's post.
I done a dumb and forgot to save what was driving me so crazy. I'd had one leg done really nicely, but whenever I tried to add the other leg, it just looked wrong. Thank Ra and all the other Gods for the bone tool.

Wednesday, 28 January 2015

28/01/15 - An animated Turnaround.

Hi folks. Today, my wonderful boyfriend pointed out that, for a side on platformer game, I didn't have a side view. I done a dumb.

So, I've taken it one further, and I've turned it into a turnaround .gif, with all the frames I was missing before.

It's a little grainy, I have no idea how to fix that. I've heard it's something to do with the colours that a .gif can handle. If you know how to fix it, please let me know! Enjoy!

Ps. She must get pretty dizzy spinning around all day.

Monday, 20 October 2014

20/10, Final Google Doodle

I actually had made the mouse quite a while ago and had a hell of a time trying to make the code work. Now I've finally got the code working, this should be a piece of cake. The brief for this assignment was to make a 'google doodle' and make tests to see what we can do, which is where I made the mouse from the post before. My final google doodle is themed on Bonfire Night, a day I look forward to. I can't get enough of that smell. Mmmm.

There's also some sound on this one. For anyone who thinks it's a popup they can't get rid of, I'm so sorry. It's just my blog.

There's a mouse over thing here. The invisible button isn't terrific, but it does what it's supposed to do. I initially attempted to code it, what was supposed to happen was that on mouse over of the Houses of Parliament, there would be some text. However, I managed to code it so it appeared on click, but then didn't disappear. After trawling the internet, I found nothing and decided it might be less hassle to make an invisible button, but that's not going quite according to plan either. Hmph.