Animation for Games
Sunday, August 24, 2014
Monday, August 18, 2014
Mazed and Confused
Not long after my last post, I managed to fix both problems I mentioned! The game is now playable, so check it out!
PC:
https://www.mediafire.com/?0klu84rbzuvbsy9
Mac:
https://www.mediafire.com/?7k71r421mxn204n
PC:
https://www.mediafire.com/?0klu84rbzuvbsy9
Mac:
https://www.mediafire.com/?7k71r421mxn204n
Game progress
So, I haven't posted in a while. Between work, vacation, and other distractions, I've been trying to find the time to figure out what I'm doing with Unity. I had a harder time than I expected finding good, concise tutorials, so even getting the basics of the game down has proven to be a hassle. Compromises had to be made, but thankfully, I've finally started to make some breakthroughs.
You click on the screen to control your character, making him float to where you clicked (so much for that running and jumping stuff). The walls took me a while to figure out, but I finally got it so that the player properly collides with them, instead of just flying through them. The maze, while simple, is fully crafted, putting the game in a somewhat playable state. However there are two major problems: first, the camera distorts the view the higher or lower it goes from the starting point.
It seems to think it's in 3D, rotating on a Z axis when it shouldn't. Second, and more importantly, the gravity doesn't work correctly. As you try to move away from the starting point at the middle of the map, the player character will try to gravitate back to it, and also doesn't go where you clicked. This makes it very difficult to navigate through the maze.
That said, it is technically possible to reach the end. I'd like to fix these problems, but if I had to turn the game in like this, it wouldn't be the end of the world.
You click on the screen to control your character, making him float to where you clicked (so much for that running and jumping stuff). The walls took me a while to figure out, but I finally got it so that the player properly collides with them, instead of just flying through them. The maze, while simple, is fully crafted, putting the game in a somewhat playable state. However there are two major problems: first, the camera distorts the view the higher or lower it goes from the starting point.
It seems to think it's in 3D, rotating on a Z axis when it shouldn't. Second, and more importantly, the gravity doesn't work correctly. As you try to move away from the starting point at the middle of the map, the player character will try to gravitate back to it, and also doesn't go where you clicked. This makes it very difficult to navigate through the maze.
That said, it is technically possible to reach the end. I'd like to fix these problems, but if I had to turn the game in like this, it wouldn't be the end of the world.
Tuesday, July 22, 2014
Monday, July 14, 2014
Developing Games for Unity
In addition to my animation project, I will also being developing a game the Unity engine and incorporating those animations into it. I've finally gotten a chance to take a look at Unity, and it's quite a bit different from Game Maker. I got so used to that engine that when I'm using Unity, I find myself looking for the same features.
Needless to say, it's going to take some time for me to get used to this new format. Luckily, I predicted this, which is why I picked an easy type of game to make: a maze-based puzzle game. It essentially takes place in one room, where the player tries to find the exit. When they reach it, the game ends. The most programming this will involve is player movement and some basic collision detection. I'd like to add more features and levels if I have the time, but as long as I get the bare basics down, I should be good.
Needless to say, it's going to take some time for me to get used to this new format. Luckily, I predicted this, which is why I picked an easy type of game to make: a maze-based puzzle game. It essentially takes place in one room, where the player tries to find the exit. When they reach it, the game ends. The most programming this will involve is player movement and some basic collision detection. I'd like to add more features and levels if I have the time, but as long as I get the bare basics down, I should be good.
Wednesday, July 2, 2014
Procedure and WIP
Here is my procedure for rotoscoping. First, I used a video camera to record myself. Next, I bring the
clips into a media player (Media Player Classic), screencap every few
frames, and bring them into Photoshop. There, I trace over top each
frame using a drawing tablet, and afterwards I duplicate each frame and
make colored versions underneath them. When I'm finished, I use the animation feature in Photoshop to create the .gif. You may want to play around with the frame lengths to get it looking how you want.
I would recommend a high-quality camera to anyone interested in trying this. I used a cheap old one, so it can be difficult to make out certain blurry spots in some frames.
And now, a work-in-progress of my jumping animation.
I would recommend a high-quality camera to anyone interested in trying this. I used a cheap old one, so it can be difficult to make out certain blurry spots in some frames.
And now, a work-in-progress of my jumping animation.
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