Presentation

So here’s what I had for the presentation today. I know there’s nothing here, I’ll get the rest done asap.

Hero

hero.jpg

 

Run cycle

Run.jpg

 

Idleidle.jpg

 

Enemies

enemies.jpg

Environment elements

environments.jpg

 

So ja, long ways to go, but I’ll get there

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Processing 1.2

Concept

For years there has been an agreement with the fish down below and the men up above. This agreement was broken when the greedy manfolk started taking fish from the water. This betrayal of trust has left the almighty Cthulhu, praise be to him, very displeased and he has tasked our hero to go to the surface and free the captured creatures, destroying as many fish traps as possible in the process.

Title

The title is in the creation process. I want to flesh out the world a bit more, I feel this will give me an indication as to what font and style I need to use for the title.

HUD, UI & controls

Because the game is going to be played on an iPhone, I don’t want to take up too much space with the HUD. I think all that will be displayed is the health of the character ( if we’re doing that), and collectibles situated around it.

Hud1

Hud2

Controls will be very basic, left thumb will control movement, right thumb will control actions( jump & crouch/slide). These controllers will either be very opaque, or invisible.

 

Hero

Hero_02.jpg

Enemies

Divers

Enemy_scamps

tank/ guard

Enemy_scamps_02

HP & Goal objects

HP. If this is referring to health point, which i’m pretty sure it is, I can incorporate this by creating simple bubbles or fish sprites for the hero to collect. maybe not fish, don’t wanna go the whole cannibalism route.

Goal objects would be the fish the hero needs to free and the traps he needs to break. If these goals change, it could quite simply become pearls he has to steal back from the manfolk.

Environment designs & Platforms

1st – bamboo docks (kak)

Environment_scamps_bamboo.jpg

2nd – re-purposed metal structures

Environment_scamps_rusty

Processing…

Title

HUD

HUD

Keeping it simple, there’s not a lot of space to work with on a n iphone screen. The control elements will probably be barely visible if at all, and the top left corner will contain HP and a collectible-counter.

Hero

hero

Little fishy guy.

Enemy

Possibilities for enemies. not sure if they should have weapons or not.

HP / goal objects

Environments

platforms

The platforms will be made of bamboo and raised above the water. These will be easy to tile.

obstacles

Some environmental obstacles. At the moment I’m thinking of making the water an obstacle ( as in, the character cannot swim), but there might be some lekker possibilities for underwater.

Heloooo.

New brief, and I can say that I’m honestly pretty excited for this one!

Kicking it off with the basics. Sprite sheets. What are they? What are they used for? How do you efficiently make use of one? What does an object sprite sheet look like? Let’s have a look…

If we think about animation, we know that movement is created by playing frames in consecutive order. The more frames you have per second, the smoother your motion is going to be. In an animation, you could have a sequence of frames animating to create a walk/run cycle, this is easy enough to package together in an animation, as you just have a pre-composition/clip with the stacked frames in it.

Screen Shot 2017-05-19 at 2.42.41 PM

What is a game character sprite sheet?

In a game, however, the dynamics change a bit. Basically, a sprite sheet consists of two parts; frames and cycles. Frames are single rendered images that are used played in succession to create a cycle. These cycles make up most of the movements in games. Typically when a character is controlled, and the left arrow is pressed, the left walking cycle is triggered. The same goes for any other movement of the character, and other animations in the game. You can see where the problem comes in. When animation is triggered by a users’ gesture or keystroke, it has to load extremely fast in order to create a streamlined experience.

Screen Shot 2017-05-19 at 2.42.47 PM

This is where a sprite sheet comes in. A sprite sheet is an unpacked version of the frames used for movement of characters. It is all the same frames that would typically have been “stacked” on each other, but on the sheet, they are all laid out next to each other. This allows developers to create a whole cycle for animation and only have to load one image, the sprite sheet. The frames are differentiated by code, so all that is required to call up a cycle is a couple of lines of code.

How many instances does a game object sprite sheet such as a hero character have?

The amount of instances that is required for the main hero in a game, will vary from game to game, depending on what your character is able to do.

I will list a couple of instances that generally is necessary for main character sprite sheets: (please note that there are only active states, seeing as these animations do not have step-on step-offs or anticipation stages. These are built into the cycle itself. )

  •  Idle
  • Walk
  • slow walk
  • Run
  • Jumping
  • Double jump
  •  landing/rolling
  • crouching
  • climbing up and down
  • looking around
  • interact with objects (push/pull/pickup/etc…)
  • attack (punch/kick/jump punch/ jump kick/etc…)

These are a few, but the list can go on for quite a bit. It all depends on the amount of interactions and movements, your character will be doing.

Best Practices for creating a game object sprite sheet?

Scale- designing all of you sprites to the right scale will save time when loading.

Efficient use of space on the sprite sheet – minimum amount of transparent pixels.

You want your animation to be smooth, but you do not want to have too many excess frames clogging up your sprite sheet.

At the end of the day you want yours sprite sheet to load as quickly as and efficiently as possible.