Showing posts with label effects. Show all posts
Showing posts with label effects. Show all posts

Thursday, February 14, 2013

SUPER HD TURBO REMIX RAINBOW EDITION: FOURTH STRIKE!

Since I can never leave my pixels alone, I went back and redid all my sprites. I think this should be the last time I mess with the pixels (we'll see). I'm a pixel bully. Constantly messing with them. And taking their money too. And kissing their girlfriend in front of them. And then coming over to their house afterwards and proving how helpful I am with helping the pixel's mom set the dining room table which leads to her inviting me over more so I can mess with them in their only place of escape.

"How come I didn't get any milk?"

Who loves examples? Well get in here. I got examples coming out of my wazoo! My god, it hurts. Nothing should ever come out of anyone's wazoo.

EXAMPLES!
Here is an example of the original knife slash move for Drea step by step. Original version is on the left and the new one... wait for it... is on the right! Imagine that. Single frames by themselves are new frames added in more fluid animation.

Her original face always annoyed me. Looked like a doll's face. A creepy doll in your grandma's room that seemed to stare at you with disapproval. 

Little more build up in grabbing knife.


More of a blur for the knife streak. Plus her knife now gives off a shine onto Drea.


All the knife attacks now end with this staggered fade out effect.

I actually filmed myself slashing a knife for reference because the original always seemed like a weird way to recoil after swinging a knife.

More recoil.


The main reason behind going over these animations and re-shading them is because I got to play a demo of the game and the dynamic lighting that lit up Drea made here look very out of place and showed off how muddy her original coloring was. Plus, I'm a little obsessive.

FINAL VERSION!


And for no good reason besides he rocks, I was watching this earlier. Take it away Mike...










Thursday, October 11, 2012

Pre Production Photos



I just wanted to share some photos I whipped up for the Into This World short film I'm directing. It's coming soon for the Kickstarter campaign. This is the concept behind the film: Drea versus pixelated enemies. This will be easy to make. Right? RIGHT?!


And a quick look at Drea's gun. No prop building behind the scenes on this piece. I really didn't want to take the time to explain it all. I think iI was busy watching Cinema Snob reviews at the time. Let's see... Foam, parts of a Nerf gun, flexible thin foam, misc screws, plastic bottle top, other stuff, etc.


Monday, June 11, 2012

You're All Gonna Get Clapped Up!

So as we all know when you are making guns for a futuristic world based video game (we've all been there, em' I right?) you end making a lot of different versions in the process. And we are all very anal retentive about the designs and need to redo them countless times over and over until you end up hating the very game you are making (double em' I right).
I wanted to show you fine ass folks out there... oh... especially you, Katy. Hmmm... you are looking hecksa' fine tonight. What is that your'e wearing? Oh my...
Keep it in your pants, buddy!
Oh yes... I wanted to show you a small example of some of the different weapons and their evolution into the drilling/killing/burning/melting instruments they have become today. And I mean that quite literally. I made these final versions today because James (the programmer, not the homeless man sleeping on my couch whom I am too afraid to tell to move out) is ready to implement them into the game. Me being me...
Aren't you always "you"?

1 Machine Gun 2 Flamethrower 3 Sound Drill 4 Spewer 5 Grenade Launcher 6 Missile Launcher

I had to redo them and give them what i touted as an "HD" remake. I just had to remake them before they get thrown into the game. I'll go over the ones that I especially hated. 
1 Another is the original machine gun. It was a standard looking turret gun. Look at that stupid thing. 
2 The old flamethrower is a tiny little unscary thing. Had to go. 
3 The sound drill went through a change to make it look more like a construction tool instead of a standard laser weapon.
4 The spewer went through a big change also. I wanted it look like a futuristic Super Soaker.
The most interesting one is the original grenade launcher. It was going to be permanently attached to the other side of the EDU. I decided against that because it made the EDU way too bulky. 
6 The rocket launcher was my hubris. I still don't think I like it. 
Soon I will get to shoot these at helpless tiles. MWAH HA HA!!!


Tuesday, June 5, 2012

A Real Gut Buster


So what you see above is just a small tech demo. It shows an example of how destroying certain tiles might look in the final game. These tiles are intestinal tracts, so when they burst it sends blood, bile, and entrails everywhere. The final game won't have you using a Windows cursor to perform biopsies like above. You will have a plethora of high power tools to rip open your patients the Earth.

We want the digging in the game to feel rewarding to the player -- to give a visual indication that you are tearing apart something tangible. Particle effects are one way video games convey this message. Whether you're smashing barrels or breaking pots, actually watching the object explode is often more rewarding than the items you find inside. Why else do we destroy these harmless decorations?
Indeed they do, Tinky. Indeed they do.
But the tiles in Into This World are not just for decoration. They are the very structure of the environment you navigate. So your tools and weapons need to feel powerful -- and what better way to show this power than through interpretive dance particle explosions!

That's all I've got at the moment. There's lots of secret stuff going on behind the scenes. Stuff not ready for mortal eyes. When the time comes, you shall be summoned.