"Life is too short to make bad art."

Monday, November 14, 2016

Animations - working my way into Spine (and Spriter)


It's been a while and as usual a mix of real life turmoil and health issues stopped me from doing what I enjoy... but I have not been 100% lazy, laid back and enjoyed a nice long vacation. 

I started to work my way into Spine and Spriter to finally get to those animation tutorials. There is one waiting for the robot game, another one from the request list and the special fx swoosh and swirl parts would like nice animated. 

So... I went and took the Green Dwarf (from the free art bits) and modified him a little bit to work. Just a minor variation on the faces and mouth parts. 


I started with Spine, the setup takes a little bit of time to get into and a few good videos will help understand the process (and yes, I will record a video or two on setup and animation). I am very impressed with the flexibility of the program. It allows alterations of the skeleton at all times, the x-sorting can be adjusted per animation, turning elements on and off is very intuitive and the exported data worked fine with the coder friends who tested it on different platforms. 

I started with a basic idle animation (to see how things interact), continued with a walk (which is a little more complex when you have fixed legs and not separated upper, lower legs and feet) and then played with the tools that are part the dwarf art. The walk would look different with or without them. Luckily it's a breeze creating a copy of an animation in Spine and modifying it to create variations. 

I will record a video soon (once I am a bit more confident) and will also turn the assets for the dwarf and the skeleton back to free. 


I strongly recommend checking Spine out when you are looking for a 2D bone based animation tool: 

Sunday, October 23, 2016

FREE game templates plus art from deep blue apps.

The friends over at deep blue apps have made their gamesalad templates free to download.

Most of these include art by yours truely - also free to use. As far as I know the art is inside the projects but can be exported. 


The templates also come with music from a very talented musician. 

Check it out!

Note:
I will try and find my png files and will sort, pack and upload them for easier integration into other game engines.  

Friday, August 12, 2016

The difference art makes - reskinning Pupey

A while back I saw this game video on facebook. It was a simple action game - the kind you play when you have a moment to spare and want to get annoyed in a flappy bird kind of way. In short - not really the kind of game I am good a playing BUT the kind of game that due to the rather limited amount of artwork is quite quick to reskin. 

 The game was created in construct2 by the talented Alegerian coder Hadjoudj Mohamed who, like most indie authors couldn't find or afford an artist to help with the game. 
The result was a working game with 'coder art' and UX/ UI problems that come with it (e.g. placing the play button away from the easy reach of the fingers, fading the buttons too much with the background, etc.).
I went ahead and took the title screen and altered it. Starting with the game character, working my way through the elements on the title screen and sorting out the UI in the progress. The main elements now are a lot cleaner and more visible. 


With the game character looking a lot like a mix between a bee and a minion the choice of a hexagon as the main design element was easy. The buttons had to stand out more from the background than in the original version. I went with a blue and purple gradient and chose orange as the contrasting opposite for the main buttons. 

The character was simple enough to allow a couple of funny variations.

Note:
I used CorelDraw for the animation process. The combination of multiple pages (that export nicely to layered psd files, which make it easy to export separate png files of the same size) and the use of symbols make it very easy to create the base set of images and alter them for those variations. 


The character has an idle animation, flying up, crashing and a game over animation - all up 22 frames. Once these frames where set up I just needed to alter the symbols once and CorelDraw would update all 22 pages of the animation for me. 






The game is finally out on the scirra arcade:

https://www.scirra.com/arcade/action-games/pupey-10186

Give it a try!

Wednesday, July 27, 2016

Create clouds using circles in Affinity Designer

This an altered version of the inkscape tutorial on creating clouds. It shows the workflow of the previous Inkscape tutorial in Affinity Designer (by Serif). I am using the free beta version 1.5.0.5 for windows in this tutorial.

The main changes are the names of the tools, the short-cuts and minor differences in the way the tools work. 

So... let's get started with circles or as Affinity Designer calls them - ellipses. Keep in mind that this is just one way to do it and you might prefer hand-drawing them or using the pen tool and creating the curves manually.

I quite often use these 'quick clouds' for layered backgrounds - usually with a few layers of mountains, trees or even city skylines on a layer on top. 



Tuesday, July 26, 2016

Review: A first glance at Affinity Designer by Serif

I want to share the first experience I had with the beta version of Affinity Designer by Serif. The tool has been out for Mac for a while (there is a free trial version available as well as purchase version for £39.99). It has received much praise as an alternative to Adobe Illustrator. Serif released the beta version for windows a few weeks ago.

https://affinity.serif.com/en-gb/designer/

The free public beta version for windows can be found here:
https://affinity.serif.com/en-gb/windows/

I have been trying out version 1.5.0.5 on my Windows SurfaceBook and am quite impressed with the ease of use and the features provided by the program.

If you have been working with any vector design tool before (Illustrator, CorelDraw or Inkscape) the basic set of tools will look very familiar.
The toolbar at the top has three unique icons though. The tool let's you switch between a vector design mode [draw persona] and pixel paint mode [pixel persona]. Following those are tools to help you arrange, layer, snap and combine your shapes. All the icons are pretty clear and there is an tool tip when you hover over an icon for a little longer. 

The UI elements matched the resolution of my laptop. At a resolution of 3000x2000 pixels in the surfacebooks standard mode Illustrator and CorelDraw make it hard to select nodes and node handles. They become very, very small and are not scaled when zooming in. Like Inkscape Affinity Designer scales these nicely to make it easy to select and modify the objects. All input displays are scaled and big enough to read.




The tool bar on the left hand side has your usual tools [when in vector mode] to allow you to move objects, change the canvas, edit nodes, edit corners, use different types of drawing, edit the fill and the transparency, the standard object (rectangles, circles, rectangles with rounded edges and a nice set of predefined shapes ranging from triangles to hearts, arrows and even editable cogs). 

Note:
I really liked the canvas setting as it offered a choice of device specific settings such as ipad, ipad pro or iphone 6. A feature I found very helpful when designing a full screen layout or a background illustration that would match the desired proportions and sizes. 


Another nice feature is the corner tool allowing easy modifying of the corners of a node. It offers 5 different shapes from plain to rounded and rounded inverse to steps. The amount can be quickly altered by draging a marker or by entering a value. 
To the right you have your colour panel (with the HSL colour wheel as a preset but more schemes to pick from), swatches to help you organize frequently used colours, strokes to define the outlines and brush settings.


The layer panel underneath is very user friendly. Showing preview icons makes selecting elements via the layers panel easy. Affinity Designer offers the essential tools you might need when working with layers, such as locking and hiding elements or layer groups for easier handling.

The bottom right holds another panel for transforming, showing and editing your history and navigating the display area. 

Here's the resulting illustration while trying some of the frequently used features like combining objects, gradient fills, opacity and opacity gradients and was impressed how easy it was to use the tools and modify them.



Note:
To me the shortcuts are the key to working with a tool efficiently. Affinity Designer has some shortcuts set in unusual ways like the duplicate on CTRL + J. Those can be altered quickly in the settings to fit your own needs and habits.  


To sum it up:
I will definitely spend more time using and exploring the more advanced features of this tool. As far as creating illustrations and art work for games the program has convinced me with it's ease of use and the good quality of exporting the artwork to bitmaps to be used inside the game engines.
Once I have scratched more than just the surface of this tool, I will write a more complete review with pros and cons and some comparisons to the tools I have been using in the past. 


I would like to cover some of the tools and the workflow of Affinity Designer on this blog in the future. It's a very easy to use tool with a large set of tools ideal for creating illustrations and game assets.
Let me know in the comment section if there is any interest in covering more on this great tool.

Note:
Affinity Designer is being frequently updated. The newest version might already be different from the one I base this initial post on.

Tuesday, July 12, 2016

Create clouds using circles in Inkscape

This tutorial is a quick answer to a request about how to make make clouds. I have a lot of other tutorial series to finish but this one seemed like a nice little task while enjoying my last day in London.

So... let's get started with circles... :) Keep in mind that this is just one way to do it and you might prefer hand-drawing them or using the pen tool and creating the curves manually.
I quite often use these 'quick clouds' for layered backgrounds - usually with a few layers of mountains, trees or even city skylines on top. 







I hope this will help with the creation of clouds and improve your backgrounds. I had a lot of fun writing it - even with all the other tutorials on my mind and still not being as fit as I would like to be.

Note:

I am still without my main work machine and the better microphone making it hard to record a video tutorial. The laptop I am working on is just not ideal with it's insane resolution.  

Saturday, May 28, 2016

Creating 2D Special FX in Inkscape - part1

It took a little longer to get back into the right mindset and find some peace and quiet to start with the requested special effect tutorials.
I quickly discovered that there is not too much on the topic out on the internet and the area that can be covered is huge. 
I will try and break it down into small and easy to follow sections and make a several tutorials on different aspects of visual effects that can easily be created using Inkscape.

Let's start with motion trails/ light trails. They display the path the object is moving and help create the illusion of movement and direction in still images. In animations it's often used to exaggerate or define the character of a fast movement.

In this tutorial I will use two shapes to show the motion: a triangle shape for straight movements and a curved, modified version of it for spins and swings. 

Fighting scenes often use the motion trail to bring out the movement of the character or his weapon. A swinging sword is a perfect example.

The effects on the weapons will look even nicer in animations and I will show the use of them in the next part of the series.

I hope you enjoyed this tutorial as much as I did writing again - even if the topic turned out a lot tougher to break down than I expected when foolishly agreeing to cover it. :)