Working on around 50 tiny animations for a scene that will only be visible for 20 seconds :)
Project: NoNameGame
Tuesday, 19 July 2016
Tuesday, 21 June 2016
Monday, 19 October 2015
Sunday, 13 September 2015
Wednesday, 3 June 2015
'programming'
Visionaire Studio is a
great tool, and for someone like me, with no programming knowledge,
it is the only way I would be able to produce a game of this scale.
However it does not make things 'easy'. Each step of logic still
needs to be put in place, it is simply selected form a large list of
'action parts', instead of written in code. For example, below is the
list of actions triggered by the fairly simple command 'Pick up'
'Fruit'.
Its starts by checking
two conditions, one to see if the character already has fruit, and
one to see what outfit the character is currently wearing. The second
condition determines which 'pick up' animation is played. After this
a noise is triggered, the fruit is removed from the screen, the first
condition (determining whether or not the character has fruit
already) is then changed to show we have the fruit, the corresponding
item is added to the inventory, then after a short pause the
animations required to show the fruit growing back are triggered.
As well as simple
things becoming somewhat cumbersome, this system can also make less
obvious tasks difficult to achieve, due to a lack of available
'action parts' (there are only ~100). For example, to achieve the
lighting effect I used in the cave scene (see 3 post down) I needed
to produce an object holding the 'halo' of light, and set this object
to follow the main character around the scene. This should have been
simple, however, due to no 'every tick' or 'set x to y' action part
it became rather complicated. I eventually worked round the problem
by triggering the light object to move within each frame of the
characters walk animation.
I am still struggling
to get my head around the implementation of dynamic music.
Tuesday, 2 June 2015
Monday, 18 May 2015
Lighting a Cave
step 1: sexy fire
animation
step 2: add slightly
different inner shadow ('vivid light' blending) + drop shadow to each
frame of character animation
step 3: add wobbly
light animation on foreground layer of scene
step 4: spend an entire
day trying to figure out how to make a large black PNG with a
transparent 'hole' in it follow the character around the scene,
eventually solving the problem by adding an action in every frame of
the characters walk animation, triggering the PNG objects movements.
Step 5: do smug blog
post :)
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