Skip to main content

2D Boy




No this is not a blog post about the 2D boy game studio. ... its' about a 2D character i designed from scratch.. This was the first time i did it, the work i did with recreating the 2D characters from Sita sings' blues has certainly helped me a lot here. First i used MyPaint to create rough sketches of how i wanted the character to look. 
Sketch of Characters
I wanted to go for a cartoon look but still wanted it to be a believable one. At first i tried to push for a simple Rayman style character but finally decided on this character. The game was going to use a side view.. so i had to work on creating a side view of the character.. I think the isometric view would have been better but the side view is what was requested.. :D
Side View of the Character
Once i got the side view done.. i wasn't too happy about the shoes so i tried to draw that separately so i can focus on its' details. Once i got the side view, i used Inkscape to create the colors and the texture. Once i got the texture done, I used blender to create a model with 2D planes, rigged it and its' all set to go now.. here is the result..
Rendered using Blender
The shadow of hair is pre baked (i.e it's in the texture), but the shadow cast by the legs and arms (i.e, self shadow) is all done by blender.. this is the right way of doing it because you don't have to worry about animations not showing the right shadows. I've uploaded the blend file on blendswap.com hopefully people can pick it up from there.
Update: the blend file is up on blend swap.com..  http://www.blendswap.com/blends/characters/2d-boy/
Update1: Just discovered a sprite sheet plugin for gimp.. http://registry.gimp.org/node/20943 works pretty well, i had to change the final image a little to match my requirement but.. it does the job..
Running Animation 


Comments

Unknown said…
Hi , I really liked your 2-d runner boy. I would love to use the sprite sheet for one of my android/iphone games . Kindly let me know in case it would be OK with you . you can reach me at nayan.j.paul@gmail.com

Popular posts from this blog

Epic Games Store on Steam Deck

EGS ( Epic Games Store ) like it or hate it, has been giving away free games and if you like free games you would have picked up atleast a couple of them. So given that some of those games are Deck Verified / Playable, its fair to assume you would like to install the EGS on the Deck.  Installing EGS on Steam Deck Switch to Desktop Mode on your Steam Deck Download the EGS installer for windows from the Epic Store website: https://store.epicgames.com/en-US/download (using your web browser of choice)      Open Steam in the desktop mode and add the installer as a non-steam game                                In the browse window, switch from .desktop files to All files. Select EpicInstaller-xxx.msi and add it to steam library. Find EpicInstaller in your steam library and open its' properties by hitting the "Gear" icon on the right side of game details page. Set the proton compatibility to latest one. Now hit the play button and go through the install screens of EGS.  Once t

Flash animations in GoDot Engine

If you have not heard about GoDot game engine,.. you should check it out right away.. godotengine.org Last time, i wrote a blog post about my experience making a simple physics game to GoDot Engine. Though there are a bunch of free options announced during the GDC this year, i thought ill' contribute to the engine. The one piece that is most important for game dev is the pipeline for the engine. One of the most common tools used for 2D animations is Flash. I have been using a library called Super Animation for almost all the games we've made for android at TMG. It's  a  free tool which lets you convert swf files to .sam files. This file can then be loaded in Cocos2Dx using the Open source loader library  https://github.com/raymondlu/super-animation-samples I thought it would be a good idea to port this cpp library to GoDot so that i understand how to write custom modules for the engine. This is the video of the module in action. I have exposed

Vehicle Physics (Godot 2D)

I've always been fascinated with the vehicle physics used in games. I played so many racing games / the hill climb games and every single time i would wonder wow that must be really hard to do. Thanks to the new generation of game development tools, developing physics based games has become almost a second nature to most people. I didn't want to be left out so i gave it a shot.. I tried setting up vehicle physics in GoDot Engine for a 2D vehicle. Here is what the vehicle scene looks like.. 2D vehicle setup in GoDot As you can see the body collision shape is not right but the rest of the stuff just works. The idea is simple think of what parts move along with the body vs what doesn't. I was kinda stuck setting up the pinJoint2D in GoDot, it actually clearly takes two nodes under the properties. This makes sure that the wheels are hinged to the DampingSpring2D. The Damping Spring2D takes two physics bodies(Body and the PinJoint2D) and makes it work like shock ab