Rat-a-tat
I did it! A month in the making. Whoo.
I say that, but I’ll probably redraw the inventory icon. I have more to say on all this but I’m kind of beat right now.
I did it! A month in the making. Whoo.
I say that, but I’ll probably redraw the inventory icon. I have more to say on all this but I’m kind of beat right now.
Font still my temporary awful handwriting. Menu icons not set in stone, I actually.. still kind of dislike the move icon. I am fairly pleased with the party icon/indicator though. My biggest worry is that Inventory will probably need to be added to the menu itself, as having just the bag in the corner is super unintuitive.
Been working with our UI some this week. Making tons of mock ups, trying to get something to stick proper.
This is the evolution of the first few attempts. Iconography slowly became a bigger draw, but after awhile we started to miss our bars.
Not final, but it’s where I’m current sitting and debatin’.
We started using Trello this week and I really like it. I’ve barely been around to use it and add all my tasks properly yet, but I’m very excited to.
“can’t your folks loan you some money to get someone good from wayofthepixel to get the art you need done?”
Attempted different things for battle animations this week. Just lots of roughs to get the message of the attack down. Easy to adjust to make everything line up perfect later.
Some default map idles. Not happy with them, not upset with them. Need some attention eventually.
First attempt at an attack. Didn’t turn out so well.
A jab! It kind of works, it kind of doesn’t.
This one I’m pretty happy with. The gif runs a little faster than I want, so some of the frames go by too quickly and are sometimes unreadable.
I learned about a feature in Spine that would improve my workflow quite a bit by allowing me to group multiple assets to a keyboard shortcut so I could turn clothes on/off very quickly, as opposed to going through and manually hiding/unhiding each individual attachment. For some reason after I set a group though, Spine is completely unable to save. It doesn’t crash, I just get a “failed to save” error and that’s it. I spent a good few hours messing with it before giving up and submitting a bug report. mylife.com
I also made some quick portraits for in-game testing that I wouldn’t normally share, but what the hell. All the love.
well? can’t they??
Every post on this blog looks depressingly similar.
I spent a lot of time messing with Free Form Deformation this week. I was going to put it off until later since we can’t currently implement it into the engine, but after thinking about it I realized I could cut down on my art load by a hefty amount if done correctly. I managed pretty well, I think!
Lots of little edits, like the butt lines up way better and doesn’t me sad anymore. But the important thing is that I used FFD to remove the second foot I was swapping with. So now I just have one foot that is manipulated in the frames it needs to be, instead of swapping with a whole new one. This will save me a ton of a time, but not because of the base itself. The real test was making sure I could manipulate an actual shoe the same way (though I couldn’t do that easily until I was using the same base foot consistently too)
Very excited! So now everything has to be drawn once, as opposed to me drawing each shoe 4 times. As far as the rest of the animation goes, lots of changes made. Still tweaking the arms and I could probably keep tweaking them all night, but I decided to stop for now and call it good. Easy to fix later and I’m very eager to start on my idles so I can go hide in the magical land of drawing monsters.