Tag Archives: blobbit push

OCR from a screen grab? Why would you want that? Ahh….Ok.

Posted: June 19, 2018 at 7:42 pm
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As development on Blobbit Push draws to an end there’s a list of things that need fixing, sorting and tweaking before the game can be published. One of ‘these things’ is to compile a list of all the animations we’re using for the front end UI. Stuff like level select, pause menu, you get the idea.  Now I could go with my original intention of just  typing the name of each animation  into a spreadsheet, not the quickest option as I would manually have to read through every animation and type it up. Not really up for that, especially when there’s artwork to create! Hang about wouldn’t it be great if you could screen grab the text and paste it into a document? Hmmm,  well it turns out there’s something out there that does just that  and it’s called Capture2Text for Windows.   (http://capture2text.sourceforge.net/)

So how does this work then? Incredibly easy me old china,  let me show you.

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Origins of the Blobbit logo and meanderings…

Posted: June 19, 2018 at 7:21 pm
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A 3rd Blobbit game has been on the cards for quite some time, we didn’t really plan it as part of some grand plan;  we knew when the time was right a game we would make. That time was late 2017, the game we started was Blobbit Push (1.5).

The very first Blobbit game

Before I write about what the third game I should mention the original game was just going to be called “Blobbit”. This changed not  too long after I’d finished creating the main sprite,  I started having all sorts of ideas about what this strange green blob was and the sort of world he inhabited. It was then we opted to call it Blobbit Dash, a very simple game that involved collecting lost Blobbit Babies and evading baddies, all played on a single screen. There were no levels as such, the game just kept getting faster and faster with each wave of baddies cleared. We didn’t even have more than a single background, it was quite sparse you could say but fun to play. Despite its minimalist design the base idea was there and this soon materialised into something with a bit more depth; Blobbit Push was born based unashamedly on Sokoban but with the addition of  baddies.  The naming convention felt right too, calling it Blobbit Push not only kept it under a single branding umbrella but also served to strengthen the IP if we later chose to expand upon it.

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Blobbit Push the 2nd

Posted: March 25, 2016 at 6:42 pm
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It’s been many years since the first Blobbit game came out and as many years again Mark and I have pondered on when we should work on it again. Neither one of us had the time previously  but the planets have aligned correctly somewhere in the Universe and we both agree 2016 is to be the year a new Blobbit game will appear!

But where to start? I’ve thought long and hard over the years of what the next Blobbit game should be. Things have moved on a lot since Blobbit Dash and during that time so as the medium with which games are played. No longer are phones an obscure format with tiny low resolution screens. Neither are consoles all about mega 3D rendering engines and incredibly arduous intro sequences and cut scenes, oh hang on some still are, swiftly moving on…

Work in progress comparison old (left) vs new with alpha shaded shadow too! (right)
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What?? HD art for iPad(1.2.3)?? Part 2

Posted: March 1, 2012 at 5:16 pm
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Here’s a snippet of the new ‘updated’ Blobbit Push tile set for the Sand Sludge Bog area. Yes I know it looks like the old one, or does it?
Hang on why don’t you compare yourself. Marvelous.
(fiddles with some files… uploads…that was so quick , I’ve not finished typing this yet).
Right then, here’s a shot of the old one below.

As you can see in order to make it work on super mega high res screens as featured on the new iPad 3 I have had to vector up the original art so it renders nicely at these new HD screen sizes. Unfortunately there’s no magic button so every piece of art has to be recreated again which isn’t too bad as I can now go in and add lots of detail and extras I couldn’t do before. That’s good right?

You can read more about this process in an earlier post I did  back in *coughs* erm.. 2010..
How to turn a pixel art tree into a vector art tree

I suppose we could have gone down the “pixel” route but in all honest I’m pretty sick of all these pixel games using graphics that back in the day would probably have been slated for being too simple. Funny how peoples perception of pixel art and proper HQ pixel art appear to be so widely separated.

Did I mention Blobbit is now on Facebook?  Blobbit the Facebook group

Toodle pip me dears… (until next time)


Vernimb reveals bum Shocker!

Posted: March 24, 2011 at 6:07 pm
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There I was doodling away recently on the back projection of a Vernimb when it dawned on me that I in order to preserve the correct detail I would have to draw a Vernimb bum! Bit saggy but it’s not real so none of that cosmetic meddling required here thank you..


That’s all for now, you can go…


Not one to alarm but…

Posted: March 17, 2011 at 12:48 am
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I’ve been wrestling with Blender in an attempt to make a 3D version of a Vernimb Sentry this week. So far it is starting to look less like a deformed plum and more like a video game character.

Once he is done I can then proceed with the exciting bit , the animation!! Oh and of course creating a bona fide 3D Blobbit too.

The sketch to the right is the literal version I did for the book I’m writing. They’re a tad more serious than those seen in the game version that’s for sure. It’s exciting indeed!!

Original Vernimb
Sentry Sprite

 


Texturing phase 1 – 90% complete

Posted: March 10, 2011 at 8:18 pm
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Still a bit too clean to be accepted into the blobberhood but a few bits of dirt and grime should sort that out.. 🙂

Did I say that I really really like using Blender


Seams… but no Mrs Slocombe..

Posted: February 28, 2011 at 4:18 pm
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As a relative of newbie who is still learning the ropes with all this 3D modelling, texturing and animating malarkey (yes I’m so 2D I even have a travelator in my home instead of stairs), I have discovered that in order to make a UV Map fit like a glove without an obvious stretch or skew the right approach to unwrapping is required; to avoid pixel tomfoolery anyway.

Now just last week and a year I was getting a bit ahead of meself and thought I had it in the bag. ‘Ahhhh’ I said to meself as it become quite apparent that the art of unwrapping is indeed an art in itself (on a small scale, not that I’m comparing it to drawing and modelling, that would be like comparing decent choccy to that cheap muck you get off of Romford Market sometimes. Maya Gold for me all the way!). I digest…Careful thought on where to place those seams is important if a nice clean texture layout is required. Which it is otherwise what’s the point…Yarse.. (Getting the hang of this me is…).. This is the concept sketch of something I’m 3D’ing at the moment….will post the final doo-dah once it’s done..

This has been the ramblings of a solitude moi under-dubbed with a slice of WaveStar “Mind Journey” working from my space pod in near Earth orbit.. Si.


Blobbit T-Shirts are now on sale!!!

Posted: February 22, 2011 at 1:13 pm
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It’s that time again, that time when dreams of running a fashion empire start knocking at the door. Yes I’ve uploaded a couple of Blobbit related designs to my shop (Cool Blobbit Shirts)
I’ll upload some pics as soon as I get a moment spare…   
 

 

 


What?? HD art for iPad?? Oh…..Erm… right then..

Posted: April 13, 2010 at 7:05 pm
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I’ve been rather busy of  late creating, converting and tweaking various art assets for inclusion into Blobbit iPush. Some via Unity as rescaled sprites, others taking the form of  new 2D & 3D art, not bad! One thing I didn’t really want to do just yet is take on the seemingly mammoth task of up-scaling the original game art to iPad and HD resolutions. Arghhhhhhh!!!
Ok well perhaps that’s a bit of an overreaction but with a looming deadline for the iPhone version on the horizon and time at present being very precious for me a bit of thinking was called for.  Ponder, ponder…

Here’s a tree from the Sand Sludge Bog level, or to quote from me book, a G’Wahlah’lahlah tree. This version is from the original Web game and was drawn in ProMotion a few years back in good ol’ retrotastic pixelvision.


Now then, how do I get that scaled up from 25 or so pixels to something that is probably going to push 60 to 100+ without loosing definition and quality? Scale – No. Apply some fancy filters – No. Vector art the sucker – Yes!!

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