Sunday, May 31, 2009

Color Test 4 - Bone-Skinny Bunny

Before I head off for the night, here are the Bone-Skinny Bunny color test. His pattern is off of the King Cheetah print. He doesn't have the spots like a Cheetah would have but he does have the nose lines and the three long stripes that runs from the back of his head to his tail.
For the colors, I like the mainly orange and brown.

Brown:


Red:


Orange:


Green:


Blue:


Since the post of the main character I have fix up the coloring on her. Also I'm going to running late for tomorrow's meeting but I should be there around 11 or so.

sorry i havent posted in a while but things are almost done





Well i have most of the things are done and i have been working close to the captain and we have got some stuff done. I have all the sounds that she has asked for and the comps are done and now all have to do is the final comps and then put them into flash. I also did the type test for the ui and the one that says 1 on it is because those are the ones that we like and. it will be used in the final comp and in the gui. and we have chose the gui. and it will be the one on the top left. And the reason why I chose that one is because it doesn't get in the way and it will be simple to put the bar in for fixing of the pipe. and it is really simple to see the text in the games menu so here you guys go if you have anything to say please let me know ok. see you later

Color Test 3 - Main Character

Here is the color test for the main character. I went by hair color and corresponding colors that goes along. I can always mix and match the colors and hair. So for I am in favor the of red hair and Black hair ones.

I will be posting the bone-skinny bunny by the end of the tonight.

Red Hair:


Brown Hair:


Blond Hair:


Black Hair:

Saturday, May 30, 2009

Color Test 2 - Vamp Bunny

Got a little color crazy with the vamp bunny. For the vamp bunny pattern, I was with a spots.

Blue:

Red:

Purple

Pink:

Green:

Tan:

Brown:

Out of the colors, I think either the tan color and the green fits him really well.

Dan, don't worry, I will get the color testing done by Monday.

Take a look at those Assets!

Since this is my beginners attempt at cell shading in Photoshop, in Flash I mostly used gradients, I was a bit nervousabout it and maybe spent a little more time than I should of on them but here are the majority of the colored assets. Those not posted are being redrawn and scanned to better fit the level angle according to Todd's setup and for a better view overall.

Wrench



Wire



Desk/Table: Will be shaded similarly to the cabinet.



Metal Plate



Cabinet



Fixed Pipe



Broken Pipe



While I was fiddling with them I kept thinking that these kind of looked cartoony and then I remembered that was the style we were going with for the placeholder art and I felt better. XD

Comments and Opinions are encouraged and welcome please.

On a side Note Dan and I are having a Pow Wow at a friends house where we can work since the school is closed on sunday's and luckily this friend has all the programs we need as well. So assets should be completed tomorrow.

The pipe

I want to try something to get the pipe to only fix when you reach it. Right now it fixes it's self when you have 100 material but you still need to touch it to win. If I can get it to fix then pause so you can see the effect before it moves to the next frame ill go with that but right now if I just get it to go to the win frame when you touch it you wont get to see it repair so if i can get it to pause then ill keep that version, if not then ill have two versions one were it shows that it can change state and one were it shows that it only does something when you interact with it.

Also I think I can fix the problem with the material giving you a percentage when ever you touch it and not pick it up , I will just call it in the function were you say yes in the menu if possible instead of the detect array, or I think that's a function too. Ill see what it will let me do.

50 sketches. Yeah I said 50 sketches












This is my 50 sketches and they maybe be a little off, but if you need me to do it again I will. For now I will be working on the flowchart & final comps.

Update

Well I've been cell shading and I'm having a few concerns but I'm plowing forward knowing that I'll get feedback from my team as we go along. I know other classes have us strung out but we are closing in on our goals.

I may have to tweak the schedule a bit due to the fact half the team has the same torque class in which a big project is due. I did not take this into account when setting the schedule. I'll see how far we've gotten at today's meeting before making a decision as to whether or not to adjust the schedule.

After all a good leader would take into account all the projects the studio staff is working on right? ^_^

Friday, May 29, 2009

Color Test 1 - Fat Bunny

Here is the first out of the four for the color test. The color test is made of Blue, Pink, Yellow, Green and Normal. Was going for a tri-color/calico but in the end.... I went for more of a camouflage pattern and it went pretty good. I also added a right side view for him cause of how the pattern of the camouflage turned out.

Normal:

Yellow:

Pink:

Green:

Blue:


I can always mix and match with the colors or if anyone else has any ideas for the colors please post a comment. Will post the others later.

Reporting in

Nothing new in programming, still getting errors. Found a new problem when I tried to call the pipe in a separate script but it didn't work at all so i just deleted the temporary copy I made of it. If you need to send me some thing to add to the game send it as an attachment in an email to brickx2@yahoo.com

Friday meeting

I don't know if i can make it today for the meting do you really need me there for it, I can still show up if need be. I will still try and check the blog often if i can't be there.

Thursday, May 28, 2009

Dizzy dan reporting in.

I am the audio and ui editor for the game. My job is to make sure I hit the deadlines set by my leader. I we have a shot at doing our best and showing our game at interfaces and top of that I will just have to clean up sound and then get the ui and gui ready for import into flash. and I still have to sketches and some color schemes for the ui and gui. But I know I can hit that mark but I will have to focus and get it all ready by Tuesday. Oh and also get the documents ready for the bible I will post all my sketches and then get the final comps ready also and then have the final posted by Monday. so we can just deliver them to Todd and put them in movie clips and he will take care of the rest. hope he gets the programming stuff done. Dont forget people we set a time to meet on Friday at like 11 am so dont forget and I will see you guys later in the day.

Programming Frustration

I went into this part of programming knowing partialy what I wanted. I had sudo coded it in a small if stement and Tom was a big help with writing it out properly and for showing me his code flow structure. I managed to reach a point I didn't think I would today.



The game will crash if you pick up more than two materials for some reason and it still give you material for steping on them without picking them up but it does let you win if you get to the pipe with 100 material and not before.



Im not sure how it works like this right now and it still fixes it before you reach the pipe but it will only let you pass when you reach the pipe and have 100 material and thats something.



Its frustrating me so much right. Im trying right now to clean up the errors I have created before moving on, because even though it will sort of work it's buggy to the point were it seems to just work by luck.



My email

If you need to send me anything send it as an attachment in an email to brickx2@yahoo.com .Ill get meebo on my computer under the name brickx2.
Team Meetings:

Friday - 5/29


Everyone updates documentation
Everyone updates on current progress

Krissy and Adrianna focus on coloring, overall style, and share color boards

Jamal shows thumbnails and begins flowchart and final composition

Dan shares thumbnails of GUI and begins final composition as well as typography and color tests.

Todd posts Updates and meets us digitally of questions and when issues arise through chat(All goals subject to massive updates due to interaction and help from team mates)

Saturday – 5/30

Everyone Updates Documentation

Jamal turns in Final composition Concepts for evaluation and opinion

Krissy and Adrianna continue coloring in assets and characters while working together. Begin coloring chosen Final Level Composition

Dan shows ideas for final in-game GUI, and audio to be evaluated. Finishes Interface Flow Charts

Todd posts Updates and meets us digitally of questions and when issues arise through chat(Exact specifics of updates are unable to be documented as they may not be hit by the stated time)

Monday – 6/01

Everyone Updates Documentation
Everyone meets to touch up and begin inputting all data into digital prototype
Fully Updated Documentation

Overall Goals done by:

*Tuesday 6/02

Dan -

Black and White Final Interface (will try for colored version though)
Black and White Final In-Game Interface
Clean versions of listed sounds:
Character “Grunt”
2-3 Bunny growls
Gas Hissing
Button Click sound

Jamal –

1st level Blocked and in-game
Finished thumbnails
Complete Level Flowchart

Krissy –

Fully rendered 2D Characters
Full Render of Level

Adrianna –

Fully Rendered 2D Assets
Fully Rendered Final Background
Full Render of Level

Todd –

Continue to get all assets working in game
Fix pipe glitch patched (Illusion of corrected headed in the direction of full correction at least)
Updated Programming flowchart

*All in game
*All in Documentation

June 6/04

All Areas are touched up for presentation at interfaces
Practice Interfaces Presentation

Todd – Continue polishing prototype with assets
Dan – Evaluate color versions of the two interfaces
Krissy – Begin Modeling
Adrianna – Begin Modeling
Jamal – Begin concepting for next Level

Everyone – Continue polishing and updating the Documentation

June 6/06

Present at Interfaces!

Please let me know if any changes need to be made to the schedule or if any of this information is incorrect or incomplete.

Level View

The astetics of placing things in layers is what I just went through with the team. The picture is of the player being able to jump on something or go up a level in the view. I also tried to make the place tiles have as little visibility as possible so the background would show. I think this may have cause the rays that the player cast when he moves to miss some of the tiles because they have no fill in the middle. They can be changed to match the floor though so its not a big issue but it did teach me more about how the player movement code works.












EDIT: The walls all work now, the new ones I put in were not working for a bit. I can make them all work now and I think the only thing I want to work on now is the pipe makeing the game go to the win frame. If any one has any concerns about things in the level working a certain way, such as the walls example here or the multiple level illusion fell free to ask.

Asset Model Sheets 2

Now on to the fun stuff....

*Note: The furnace I decided on was essentially chosen because it does not seem like the player can jump on it or fall in and die.

Cattle Prod



Chair



Conveyor Belt



Furnace Part 1



Furnace Part 2



Rope