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Showing posts with the label inkscape

Another Customizable Character Style

Im' not doing a lot of shading on these flat characters, i.e pure flat designs I probably will have to look at doing that. Makes the things pop out a lot and gives more polished look.  Coat guy

DeadPool

I've made a template character for creating flat customizable characters for games or rendering. I've used the template to create one of my fav characters "DeadPool" here it is hope you like it.

King (Flat Character)

Continuing from my previous work, I was able to put together a different character. I'm not sure if this looks good enough to pass as a viable asset for games, but here it is: King Atlas   King Character Ref for characters Denim guy Atlas

Customizable Characters

I've been following a lot of flat design trends for characters. I love the simplicity of the shapes used to convey motion. I wanted to take a stab at it and here are the results. Template Character Atlas for the character After creating this in inkscape, the next big question was to figure out how to animate. There were too many options around to achieve this (since i wanted to use this in games) Unity 2D Animation Tools Godot  Dragon Bones  Spine  And many more i probably don't know yet :) I eventually went with Dragon Bones even though it was a pain to get to work with it due to some "login" issues. Eventually worked with an older version which seems to be solving my purpose.  After spending a couple of hours tweaking and tuning the animation, here is what i have :) I've got a couple of more variants coming up stay tuned. 

Bone Rush (PyWeek26)

I've been a regular participant in the pyweek contest. The last time i participated, i tried to use cocos-creator to work as editor for cocos2d (python) and was fairly successful in creating a clone of Reigns (a mobile game about making choices). This time i wanted to replicate the rush fight game, where the faster you tap the faster the game moves. It's pretty fun mechanic and would fit well with the theme "flow". So i got to work with the same workflow i had before, create characters in inkscape and create sprites to be used in game. For a while i pondered about supporting skeletal animation using cocos-creator setup but was not sure if i was going to find time to do it, so i choose to go with sprite animations instead. Creating the sprites was a big deal as i was not sure if i wanted to setup the character in blender / cocos-creator / Inkscape for capturing the animation images. Inkscape quickly fell apart as an option as there was no way i could keep track...

Game for Alexa

I've been wanting to start work on a new game for a while and couldn't figure out which one. I was inspired by the Box Boss game by noodle cake and worked on a unity prototype for the web, while i was working on it i came across an interesting article about how amazon's alexa has become very popular and people are playing games on it and the developers are getting paid for developing interesting experiences for it. This sparked interest in me so wanted to give it a shot. The game that seems to be doing extremely well is Trivia, which isn't that surprising i guess as it's the easiest to get into on the VUI (Voice User Interface). I thought about this for a while and realized that it would be easier to play a game if the options were limited, thats' when i realized that my Movie Rush game idea could work here.. the idea is to name two characters from a movie and ask the user to guess if they were friend / foe. Seems simple enough for a first try at a platform s...

15_10_2016 Drawing + Coloring

The Cyclops

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...

Drawing 24/04/2016

Some ragged shooter Was trying to see if i can draw something quick as it's been a while since ive' done any. Hopefully will be able to get back to doing this regularly.

1046_30_11_2015 Coloring

Logos

LoL Wars Update

I've been planning on improving the lolwars game so it looks better on the mobile in portrait mode. To get this done we had to redesign the card layout and also think about usability of the design for easily clicking on the stats that matter. So Here are the designs i made for the cards The idea was to try and keep the focus on the stats.. each of these designs has it's own merits but the important thing is to keep trying.. :) Most of the Chinese artists.. use the red and gold combination and i love it, the fourth option is me trying to emulate that same color scheme. I've learnt a bunch of things in inkscape recently and have been using them for the card design. Hopefully ill' get better at this.

2D Soldier

One of my friends had designed a simple 2d character that we wanted to use for a game. As one might expect.. it never got realised. So I thought ill' put up the asset for use by others who might be interested. This is how the animation will Look 135x240 pixels each piece I used blender to create a rigged model with the body parts as rectangles, then texture mapped it.  Animation and rendering were done using blender.  The final step of creating spritesheet was done using Gimp.

Bitris (PyWeek18)

I've missed the last pyweek because of some prior commitments but this time iv'e managed to register for it in time and have actually been able to finish it. Im' not sure if i was aiming low or if i just got better at making games (simple ones' ofcourse). But it took surprisingly less time than it used to. For starters i have used cocos library instead of writing all the update cycles and rendering functions. This made adding effects to the game very easy. The fact that i've been working with cocos2d-x at work has helped me feel comfortable using cocos in python. I have toyed with using this library before but didn't see the need for it.. I was wrong .. i have been able to accomplish more than i could have if i stuck with writing my own effects etc. The other thing is the discovery of the method to make any normal image into a pixelated image. Gimp has this as part of blur menu options in Filters menu. This was really handy in creating the icons for the p...

QuickDictionary

The Qt5.2.0 is adding support for android and i couldn't be more excited. After fiddling around with the basic Qt based stuff, i realized that the QtQuick is the way to go for making interfaces for the mobile devices. The tutorial video about getting started with QtQuick is a good start for getting acquainted with the QtQuick. The tutorial covers how to make scalable interfaces only the basic stuff though but it should be good enough to get you started. Here is the URL: http://qt-project.org/videos/watch/using-qt-quick-for-rapid-ui-prototyping-and-development With this as a starting point iv'e been able to create a dictionary app with just QtQuick framework. Well why a dictionary app? 1) I found a really cool minimalistic UI design 2) Had a couple of cool looking color schemes that i could pick 3) I didn't have to create an infinite scrolling list :D 4) Minimal requirements. With these i've started designing the application. Most of the tutorials claim th...

GloBall

GloBall Icon I've been drafting various ideas for a while and been thinking about getting to actually making them for a while now. Ever since i've started working in the games industry i've started thinking about bigger projects which are obviously going to take longer to develop. But I decided that should not be stopping me from making something quickly like i used to and put it up just for the heck of it. Its' one of those times when im' just eager to finish something and put it up. Here is the text i put down for this game a while ago: Neon Defender 2D Shooting game where you user cubes vs spheres style gameplay to select the type of bullet being shot. The enemies will be of different behaviors like in geometry wars and those from cubes vs spheres. So I called it Neon Defender because i was sure i wanted to go the Geometry Wars art style. Any way from that point it's moved through some hoops. I added the Upgrade mechanics for "loot Drop"...

SVG as level description file

If you ever wanted to use svg as a level editor for your HTML5 games.. here is the basic code you can use. Obviously you have to make sure that your svg file is using only rects instead of any other type if you want to use this code as is.. But its' a good basic start for getting you started. I've used the color of the rects in svg to determine how it behaves in game.. you could offload it to the editor (i.e inkscape in my case) to add properties to the rects which can be read and used to determine properties. $.get("drawing.svg", function(res){                 //loading the data from an svg file.                 blocks = [];                 user = null;                 ball = null;                 var $layer = $(res).find('g').first();             ...

SpaceGame 48-hr GameJAM

I've participated in my first 48hr gamejam. I've technically spent a lot less time but i've managed to get a prototype up and running and im' pretty happy with the way it turned out. I would have liked to add more things but time is running out so i had to cut corners. Here are the things i wanted to accomplish: 1) Bring out the tangential learning about Gravitation. 2) Make use of the gravity (since it's a space theme). 3) Wanted to do something different with the art. The concept came pretty quickly once i just drew up a mock up screen.. The rest of it was to get the mechanics right.. I used the CAAT engine so i can focus on the game itself, and bother less about the rendering. Which did help, but i also had to spend time looking around the documentation to figure out if there was a better way of doing something i would have just coded straight.. but it did payoff.. I got a playable prototype very soon. I tried to get some artwork done with inkscape base...

Color World (in progress)

Work in Progress It's true what they say about how 80% of the work gets done in 20% of the time and the rest is spent trying to get the project done. I had a prototype of a simple puzzle game over a weekend. Then i just left it in the dark. I really liked this game because it was born out of my love for "tripple town" a simple but addictive game. I realized this was quite similar to another game i wrote SQUARED   for the mozilla game dev contest. At the time i was really happy with the "art style" but now not so much.. but i did still enjoy the gameplay. With some tweaks it could be a fun game on the "touch enabled" devices. I've been working on and off this weekend on getting one of my prototypes to a presentable state.. here is a comparison.. Prototype in game Screenshot Ive spent a lot of time today trying to find the right service for getting the leaderboard up. I was using playtomic.com but with my perceived notion of their un-availa...

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...