One of the major things I got ready this week was a very
detailed explosion that my team wanted for use with rocket launcher rockets and
possibly collisions with vehicles. A lot of people in my course were very
impressed with how the explosion turned out including some of the lecturers at
the campus which really raised my self-esteem about my animation.
I have always been fairly decent at drawing and animating
due to my previous experience using game maker but no-one besides myself had
really seen much of my sprite animations until now, with the exception of some
skiers used in one of our levels which also seemed to impress some of the
viewers. The explosion animation took about 1.5 - 2 hours for a 24 frame
animation and was drawn completely from scratch using a program called “Piskel”
which is quite helpful for animating pixel art, although it has nowhere near as
many tools as Photoshop, I found it much more accessible for its animation
purposes.
Here is the link to the completed file:
The image will appear extremely small in the link because in
the game we are multiplying the scale of the image by approximately 28 to keep
a consistent pixel size throughout all of our work.
We also unfortunately encountered a fairly huge problem with
the voxel images we created a couple of weeks ago that unfortunately got them
cut completely from the project. When
the programmer at the Republic of Cheerful had seen how the Magica Voxel files handled
their colours, he told us straight up that we couldn’t use them as they would
cause way too many problems with the engine.
Personally I have no understanding of how Unity or any
engine for that matter handles anything I just create the content for it to
handle so I just had to take his word for it. As an alternative I created
Front-on sprites for the character selection portraits and the Shaque (shack :D).
Overall I believe these turned out much better than the Voxel graphics I
created so I can’t say I was too upset about the change.
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