Sprites in motion

I have not been able to continue much spritesheets the past few weeks, due to starting a new job earlier this month. I love it so far but adjusting to a new schedule has prevented my gamedev progress otherwise. Soon you’ll see more updates again though! That’ll make the kids happy.

In the mean time, I do have news regarding Project: Mittens. We’re now working on an iOS-only port, and moving away from HTML5 for our demo. As a result, the demo will be released in March 2015 rather than this upcoming Thanksgiving.

Here’s one of the attacking sprites I worked on so far, enlarged. Due to the grids we’re using, the weapon sprites will animate next to the characters similar to old-school RPGs like the early Final Fantasies (so not to distort anything).

The other main kittens and enemies, minus the boss and the wizard, also have completed spritesheets.

The other main kittens and enemies, minus the boss and the wizard, also have completed spritesheets.

As of Prison Escape, it has a touch D-pad now! The jumps I put in were bugging things up and preventing progress, so now the player can avoid obstacles by moving up and down instead. If people prefer jumps as well, or only jumps, during playtesting, I will add them back in and get them to work nicer. Thanks to the D-pad though I can continue adding more enemies and obstacles to increase the game’s difficulty.

Fun Times with Weapons and Art Style Changes

(Note: this post is picture-heavy but that is probably a good thing for you! Less of my rambling to skim through!)

This month has been filled with exciting news! Some of which I couldn’t announce yet, and an important one regarding my gamedev progress will be released some time next week. (You’ll see what I mean but until then I thank you for your patience.)

I’ve been busy churning out more sprites for Project: Mittens, so here’s a glimpse of our concept weapon art. Some of the items shown didn’t make it to the demo unfortunately.

projectmittens_weapons

Shown are the possible weapons for the wizard and engineer classes.

The gun is probably my favorite one, since I usually don’t draw guns, so it was fun looking up antique/steampunk-looking ones. Perhaps in the full game it will?

Ninja and Monk's possible weapons.

Ninja and Monk’s possible weapons.

I also finally have an update regarding my visual novel (Which Shall Remain Nameless apparently because I’m horrible with titles). Aside from gamedev I had a major art block regarding my drawings for the past few months, and just felt that even things I sketched out just didn’t seem right no matter how much I worked on them. So I took a break to focus on more things like sprites and coding.

Earlier this week I realized I could try mixing two styles I had done in the past, one which was more anime-like and had done for several years, the other more recent as of this year. So last night I went back and did a sketch of one of the VN’s characters, Catherine. She seems to be a popular “model” for me, must be the hair and the fact that she hides one eye so symmetry isn’t so much of an issue? Not that I have a problem with symmetry anyway.

While the sketch took longer than my normal ones, it was worth ironing out, and I am very satisfied with the result. I hope you are too! Here’s a comparison of my progression so you can see what I mean.

An example of my older works in the style I mentioned. (She's actually from the same world that the VN is set but that's for another day.)

An example of my older works in the style I mentioned. (She’s actually from the same universe that the VN is set but that’s for another day.)

Original sample avatar.

Original sample avatar.

2nd version of sample avatar.

2nd version of sample avatar.

Concept sketch for avatar style as of last night.

Concept sketch for new avatar style as of last night.

So far it seems the hybrid of the two works best, and I’ve had some good feedback from others already! The progression seems slight but little details make a big difference, and the more I can work with the hybrid style, the more art you’ll see more of soon!

As of coloring, while I do more of a watercolor-like technique these days, I also plan to test it out with more of a graphical look too. I normally don’t do the latter though, as I generally don’t do harsh lineart (and that looks best with that type of stuff), but I’d like to hear opinions anyway!

Wait…barfing unicorns?!

I’ll get to that in a bit. It’s not as gross as it sounds, trust me!

I wanted to wait for more updates and fixes to be done with my projects so I could condense it into a larger post like here. First on the agenda, I finally got my bullets working properly in Prison Escape!

I like how the more gifs I do of this game, the more Sullivan looks like he has to run to the bathroom.

As you can see, the bullets now regenerate upon leaving the screen or colliding with Sullivan. However, I’ve been meaning to update his collisions so they’re more precise, and now is finally the time since the randomizing of the bullets will help see this more visually. Unlike the ugly green box from last, he now has 3 neat skinnier boxes, which now just have to be tested (aka math).

“But what about the particles?”, you’re wondering. Yes, they were a lot of fun, but I plan to make little explosions when the bullets hit Sullivan so you know if you got hit or not. For now they’re turned off, though coincidentally, making them move around was what helped me figure out how to regen the bullets, so thanks particles!

As of barfing unicorns and particles, here’s the mini-app I ended up compiling on a whim from my last update. I obviously had too much fun with the whole thing.

Hmmm is that were rainbows come from?

So far, the point is that when you tap the screen, rainbow splatters go everywhere. Surprisingly enough, Marmalade also registers multitouch with the license I have, so I learned something nifty that day! (To be honest I’m not even sure if Corona does the same thing for the same type of license I used to have but I never got around to experiment.) Other silly features the game would eventually have, should I ever want to continue it even for my own amusement, would be randomized techno upon touch, other variants of splatters, and accessories for the lovable unicorn here (hats and other clothes). People like customization! (Just nod your head and go with it.)

For something a bit more serious though, I do have an important announcement regarding Project: Mittens, the top-down adventure game with fantasy cats I have also been collaborating with a few people. An audio designer is now on board, and the date for the full working demo has been changed to Thanksgiving rather than September 30th due to conflicting schedules. The current playable demo is still live though, so if you didn’t get to check it out yet, you can still do that. (Please do!) A few bugs and errors were fixed thanks to our prototyping results, so it works even smoother than it did before!

Currently the playable demo only has the Engineer available, and no enemies.

While the newer workable demo is in the works, I will be supplying more sprite/sheets, so except some more previews of that to come in the next few weeks!

A word on Project: Mittens and others

Two announcements! First off, I can finally release artwork and a demo based on the 2D RPG game I was working on with a colleague, Project: Mittens. Link opens to the demo we have so far, and a more finalized version will be out at September 30th.

Starting classes you can choose from, at left to right and top to bottom: Ninja, Wizard, Monk, and Engineer.

 

Example of one of the enemies you’ll be fighting, a rat. Armor coming soon!

 

In the mean time, a working demo is almost finalized for The Chair: Prison Break, based off of the successfully funded graphic-novel-to-indie-movie Kickstarter. Surprisingly enough, I got collisions working, and some obstacles and projectiles are now moving across the screen! (Will have a better gif at the end of the week to demonstrate this.)

Of all things though, the next hurdle became showing the player how many lives they have left! Arrays didn’t work, and when I used spritesheets instead, Marmalade decided to run out of memory and crash the game for the night. I’ll have to come up with a backup solution for the time being, but it’s a method I’m not fond of using for the final release unless nothing else works.

The demo is due by the weekend, so my next update will have all of the goodness I can show for, as the game wraps up quickly. I’m excited to finish up this amazing project, it’s taught me well on the ins and outs of Lua, and while some parts can still be frustrating, it’s becoming to make more sense to me. I’ve even looked at my code now and realized how much more efficient I can make it for the final release.

So with that, Project Mittens, and This Game Is Not A Dating Sim being wrapped up for demos soon, it’s fun seeing everything come together in one big package. For so long everything I’ve done or helped with has been under development that it felt like there was no end in sight. Good to see some great feedback out of it!

 

Speaking of, two Let’s Players reviewed my game for Insanity Jam #2! One was brought on by Lone Roach Studios and was quite extensive and amusing to watch! I didn’t even notice I had a few grammatical errors in the dialogue, so I appreciate him going out of his way to really provide good feedback with his LP!

The 2nd is Jupiter Hadley, who did a brief LP for all of the submitted games. I recommend watching through all of them (many on there I liked myself), but if you wanna jump to just mine, it’s towards the end. A great shoutout no less!

Currently, the game is still tied for first place for the jam with a whopping 8 out of 10! I kindly ask you again to spread the word, and play and vote if you hadn’t yet. You have until August 11th! (I was misinformed last time, you have an extra day!) Thank you, and good luck everyone!