Monday, November 16, 2009

Oceanside view

I have completed something!!

Yes indeedy!

Some may remember the post below with my moustached robot in a scene. This is what it turned into. I turned my back on that lovable robot, and decided to tryout a non-isometric pixel art piece.

The last week or so has been filled with development work, mostly. There are some things which I am quietly completing on the side which I hope to be able to reveal sooner rather than later.

Monday, November 9, 2009

An update from afar!

So I've been somewhat busier-than-usual these past couple of days. I've also been sketching a lot, stuff that may not be polite to upload and share with the electronic world. All this of course has lead to a reduction in updates in this here blog. Booo!

Towards the end of last week I completed another PixelJoint weekly challenge. Last week the challenge was Movember, in that we had to create an original character sporting a Mo, with max canvas size being 100 x 100. You can see my entry here

I ran ouot of time to finish it completely, so I decided to go about my own business and complete it more fully afterwards. This is what I'm up to:

Yeah, a bit messy considering it's a rough plan. Why is a moustachafied robot travelling down a path? No one knows. How many robots do you know with moustaches? Not many I'm guessing! Bam.

Currently I'm doign sketched for enemy craft for that Shoot-em-up project, as well as a logo design for Mew Robotics Group from Imperial College London, and continual robot character development for Robogals Inc. I will ask around to see what I can and cannot upload, because I would really like to share some of it!

Monday, November 2, 2009

Shmup animation: Work in Progress!

Man I have been a busy bee lately. But I knuckled down and finished a draft of a future quick Shoot-em-up animation.It's so big because it is supposed to accommodate for other things in the final.

Anyway, the main idea wad to have the ship take off from a runway (done but not added, obviously), shoot a bit, bank left, shoot a bit, bank right, shoot a bit, then travel off screen. Simple right? NO! The rate of movement was the hardest, making sure the movement per frame looked good enough to be convincing. A lot of tweaking! Argh.

The final version will have the runway and full take off sequence, reflections from the engine and guns on the craft, actually gun projectiles, and a smooth transition from start to finish.

For the meantime, here is the sprite sheet for this animation:
I believe all of these were used in the animation, except for the duplicate at the bottom. So that equals to 17 all up. Yum.