Saturday, February 21, 2015

road endings done

I'm really unhappy with the tree line, but I'm really happy with the fancy road. I'm not entirely sure I want to keep em... I mean the tree line is pretty great but not quite what I need to give a solid look. The trees seem to be too short really... And some tiles don't match quite right. I might chalk the tree line tiles to me trying to figure out how to do a good tile map. After all these are my first attempts and each time I do something more I learn even more about what I should be doing.

Another issue I've run into is the Pixel purest thing out there. Most pixel artists demand that each and every pixel is placed by hand and that one needs to work with a limited palette. What I want for my game is for it to look awesome. Does it need to abide those archaic rules? Probably not. The reason those were ever rules in the first place was due to the lack of computing power- to which now my smart phone can easilly handle multiple colors and sprites. Hmmm I wonder if my phone's capabilities are equal or better than that of the ps1 by now...

Wednesday, February 11, 2015

New road tileset

I've been working on new tiles, and this one is a tileset for a fancy stone tile road. All I need to do to finish it is doing broken pieces and fade-outs and it'll be done. For now he's a preview!

Thursday, January 29, 2015

Thursday, January 8, 2015

Back on track with a new baddie

A first go at the Calcatrix. It's basically the Cockatrice 2.0. Energetic little birds that can be pretty nasty when cornered. This will be an enemy encountered in battle for the game. I expect to put them in other places with different colors. I feel like it's idle is anything but subtle. I might redo it, but for now I'll sit on it.

Sunday, October 12, 2014

Tiles updated & more

Tile sets are harder than I originally thought. I still need to do the grass, cave entrance, level entrance and exit, then some flavorings besides the tiles that are obviously not done. The tile set is hard because of the volume of the tiles I wanted to do.
I also did the idle animation for the Briar boar. Yay!

Wednesday, October 8, 2014

Tileset updated!

I'm working through a lot of things and details but it's getting there. When it's your first go, it's bound to be a learning and slow experience, which this has been. Dragon was added for scale.

Thursday, October 2, 2014

Well I'm still doing art.

I know I said I'd do more coding, but instead I did a bunch of sketches for enemies. I was pretty excited for the Briarboar, which in my wiki has this description:

A boar, pretty much like any other boar in almost every way. What's unusual about it is that a briar plant has taken to it, wrapping it's root system around the boar, but also giving he boar a defensive thorn armor. The older the boar, the stronger it's thorn defense. Young piglets will actually seek out their own briar seeds as soon as they are able.

The sketch to the side is a really quick and dirty version. Based off this sketch I've managed to finish the base sprite that all it's animations will be made from, which is shown below. The briars are separate from the boar sprite.

Sunday, September 28, 2014

Taking Damage finished!

And with this one done, all I have to do yet is the Magic type attack. This one could be harder than all the rest. I don't have a plan on what it'll look like yet. I might sit on it and wait until I'm sure of what I want the attack to look like. I'm kind of sad I stuck with the original pixel art base frame from years ago instead of updating it. At least I know the next batch of dragons will look better. My pixel blending and detail skills have grown by leaps and bounds since ... when ever I first made the base down frame.

For these Damage animations, the actual attack has it's own animated effect (a slash, a flame, etc) that will be displayed on or around the dragon. This will allow for a wide variety of abilities to be used without having a giant amount of animations required.

I'll be refocusing on some more coding this week, but I'll also be doing some off computer work. This means doing some enemy monster sketches and ideas (such as the briar boar).

Taking Damage animation

Damaged animation!
This one is done.

This other one I'm still working on. All I need are the tween frames between the damage snap key frame and the base pose key frame. Tween being the smoother frames between key frames.

Wednesday, September 24, 2014

And yet more animations!


Fainting animations DONE! Yay! I'm so close to having the whole set of animations done for a breed of dragon. No... I'm not procrastinating the coding part by doing animations...

>.> Yea.. I am procrastinating. I promise to focus on coding next week.I only have two more animation sets to do for the European Dragon; Taking damage and ability attack.

Tuesday, September 23, 2014

More animation!

And I'm done the other basic attack! Next I need to finish the fainting animation. I took out the 1 second pause just because I did.

Monday, September 8, 2014

Wednesday, July 30, 2014

Checking in!

Back from Vacation, and working out states. Not US states, but states like modes or something. I have to build a bit more of the basics to get into the nitty gritty of the combat portion because those details rely on such things like states. It'll make more sense later I swear it ^.^

I'm also working on some placeholder menus to help facilitate things. I have family visiting this upcoming week though, so not much will get done during that time.

Saturday, July 12, 2014

Time Transplants pls!

Okay I don't have much to actually show, because all my work has been just doing things in code that don't change how it looks. I don't even have anything working to the extent that I could post a video or gif. BUT what I have been doing is getting everything in place and working to make the A* pathfinding working, which also comes into play in allowing the the player to move their character. I went a head and made a tile class, a node class, converted the multidimensional array into a working list, and had that draw the tiles for the tile map.

I've also picked up a short order job to model/texture a 3d portrait, as well as I am still working on a 3d logo for someone else, which I'm trying to focus on currently. SOOO, for the next week it's just me, Maya and Zbrush. Then after that it's vacation time for a week. Hopefully I'll be able to get back to this as soon as possible, because I know what I need to do, I just need time to hash it out. I need a time transplant!

Saturday, July 5, 2014

Pxl Perfect

Alright! I haven't posted anything in a bit even though I've been working diligently. I found out that moving the character is going to be a wee bit more difficult than previously thought. I need to use A* path-finding to create a moveable field. This seems to be part of the AI (small part)as well.

I did fix the camera size ration portion so all the pixels show correctly for the map. I also figured out the values needed for the diagonal movement when not in a battle ( aka not restricted to tile to tile movement). Check out the pixels! Well now you can see my place holder tiles have holes, which I knew. The tiles I'm using as placeholders are 64x31 for some reason. My tiles will be 64x32.



Tuesday, July 1, 2014

Tiles tiles and more tiles!

Look, look!!

I was able to get tiled maps working using data from Tiled. Yay me! Okay so ... now that I'm done that... I guess... hmm.

I know! I'll work character movement I guess! It seems to be the next hardest thing to figure out.

Saturday, June 28, 2014

Iso Grid ... WORKING?!

As you can see I've gotten farther with my stuff, I have a moveable character and an isometric grid, but there is something off with the way the pixel art is rendering as it's not crisp and beautiful as I want it to be. It's probably because I just don't know what I'm doing with the camera and units yet. I'll look into it more later. The tiles are all placeholders, so is the character - though that is actually my own art.

I think I want to have the map layout zigzag style as opposed to the diamond style though. Figuring out this stuff was extremely difficult considering the only examples were poorly explained, had no comments, and written in languages other than C# or included code with no unity C# equivalents (such as sprite batch, which I still don't really know how that works).

What I ended up doing was Instantiating prefab tiles(cloning a pre-made tile) instead of what all the examples I found were doing - which was finding a sprite within a sprite sheet. I was able to get a top-down square tile type map to work absolutely fine so if I can't get the finesse of the isometric tiles to be what I want I may just scrap the iso theme and stick with something simpler. I've come this far though, so I think there's a good chance I'll be able to do what I originally wanted to do- beautiful iso tiles!!!



Update: Well it didn't take nearly as long as I thought it would, and I found errors and issues that I also fixed, but I have the isometric map drawing like I want it to. Now to implement a way to change up the tiles.


Update2 : I can use Tiled to create my maps and then use the data saved in the txt format for the actual maps within Unity. I'm doing this for now because the idea of writing a tile map editor that does Iso tiles... just no. This work around will be very nice and I'm fine with doin' it this way for sure.

Wednesday, June 25, 2014

Tiled maps and such

So I've moved on from the inventory portion and the profile portion to trying to make an actual level or tiled map. I've run into a problem in that all the resources I've found that go over any sort of tile or map engine or whatever you want to call it, all of them are using XNA. Now that alone isn't really all that problematic, but I've run into something called SpriteBatch. Now I kinda know what it does, but not enough right now to figure out how to make a unity equivalent.

~Sigh~ So I'll be tackling that. I would just use uTiled and then use Tiled maps, but I need to know how to make a character navigate using the tiles and indexes, so I need to know how such things work under the hood so to speak.

Then again maybe I'm over complicating it.