illustration dump

Here’s a small dump of some illustrations from some months ago. I love making up characters, but also trying to create mood with light and color is another challenge. I would like to achieve something sorta cinematic feel with my illustrations someday, although at the same time I just love the simple elegance of line drawings as well.

On another update, I’m making rapid progress on my own personal animated film project. Its taken a lot of sweat and tears to do the amount of animation Iv’e done on it so far, but I still have a long way to go till I’m really happy with it. I’d like to start sharing more gifs and film-grabs once It gets closer to being finished, so watch this spot!

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Adelaide Game Playtesting Session – September 2017

Next week there is going to be another games playtesting event at AIE. This one is going to start half an hour earlier than our previous events.

Date: Thursday 28th July 6:00pm – 8:30pm
Location: AIE Adelaide Campus, 32 Grenfell St. Adelaide, SA 5000
Facebook Event for additional details

I’ve been busy with prepping Expand for PS4 lately and so I may not have a new thing to show. After a conversation at the most recent ARGGGH gathering I decided that I will finish a thing I started about a year ago. Here’s a screenshot.

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Expand is coming to PS4 on October 3rd

Surprise! We’ve been working with Ukiyo Publishing and BlitWorks (porting) to bring Expand to the PS4.

Expand on PlayStation 4 will support extras with:

  • PlayStation Trophies
  • A bundle package with the game’s soundtrack
  • New language support in English, French, German, Spanish, Russian, Brazilian Portuguese, Japanese and Chinese (Simplified and Traditional).

The game plays really well with the PlayStation 4 controller and BiltWorks have done an amazing job with the port. We’re really keen to expose the game to a new audience of players.

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The C++ rewrite is taking a while longer than I hoped (what in…

The C++ rewrite is taking a while longer than I hoped (what in game development ever doesn’t?) but it’s going very well. So far every catastrophic, game-breaking bug I’ve run into has ended up just being a one-line fix with my original algorithm having been perfectly sound.

Shown here is a simple one. Like a dumbass, I wasn’t providing camera roll to my view transform when rendering the skybox, so you get silly stuff like this happening.

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hypertensiongamedev: One thing I like about Blender is just…


One thing I like about Blender is just how customizable it is. Here’s some add‑ons that I made that made my life easier when I’m making animations. I released all of these in MIT License so feel free to make use of them!

image Re-assignable hotkey for toggling visibility of Ghost Frames for current Armature. By default it’s assigned to F. I use this to quickly see if the arc of my weapon swings look right. I got tired of having to use the GUI for this, cause it’s taking me out of the zone when I want to concentrate on the animating, so I made a hotkey for it.

image Re-assignable hotkey for toggling between Rest and Pose Mode for selected Armature. By default it’s assigned to Shift-Q. This is just one of those things that I felt like having when I’m working on the rig.

image Show number of frames of selected keyframes. Info is displayed at the rightmost area of the Dopesheet Header. I use this to check how long my attack swings or recovery periods are, so when I’m making an attack combo where I want the swings to take the same time, I use this.

If you need help installing Blender add-ons, here’s a simple guide:

  1. Open your User Preferences window
  2. Go to the Add-ons tab
  3. Click on the “Install from File…” button at the bottom and choose the file. It may be a .py file, or a .zip or .rar archive (you can select archives and Blender will extract it automatically for you).
  4. To see the new addons, you may need to view only the “Testing” level add-ons. Or you could search for it by name using the search textbox at that upper-left area.
  5. Once you find the add-on you want, click on their checkbox at the upper-right corner to enable them.
  6. Click on “Save User Settings” so that Blender remembers your enabled add-ons.

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Rewriting the engine in C++

Just checking in, as I haven’t posted anything in a few weeks, I’m currently in the middle of completely rewriting the game in C++ and it will likely be about a month or so still before visual progress resumes.

To make a long story short, some of you who’ve played the demos in the past may have noticed that the game occasionally stutters, freezing for a split second in the middle of gameplay. This is caused by a memory leak in the collision code for characters that I was putting off, having recently tried to fix it I realized there was no straight-forward way of fixing it without spending weeks studying Bullet and JNI just to get a single physics object to reset its state properly.

It had been my intention to rewrite the engine in C++ after the initial release as it’s the only way I’d consider doing any kind of multiplayer. While I’m still on the fence about whether I’ll actually add any network features, I was never going try doing it with LibGDX. As I’m now rewriting the whole thing anyway, I can plan around this future capability when I’m putting the game back together.

Stay tuned and have fun!

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