Tag Archives: blobbit

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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A little test anim to pass the time today

Posted: April 1, 2010 at 2:47 pm
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I’ve been experiencing a few problems importing some anims into Unity from Blender recently and decided to take some time out from the hair pulling with this being the result.

Bit flakey around the edges but not bad methinks! Now I know how to use the ‘node’ editor in Blender the possibilities are quite staggering . A few tweaks here and adjustments there will yield some quite nice results I reckon.

The more I use Blender the more I love it!!


Box Droid Concept Prototype 001 Sketch

Posted: March 9, 2010 at 11:17 pm
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Late 2006 I started designing the sprites for Blobbit Push  and one of the characters I came up with was a small droid known as a Box Droid which later became a series of droids all based around the same box like design.

With the new game in development and the totally separate but loosely linked book on the back burner I wanted to create some proper art for the Blobbit characters. There are various reasons for doing this but the main reason unquestionably is I just want to see these characters visualised how I imagine them rather than as 48×48 pixel sprites. Of course having proper images also helps to create 3D versions and will also do wonders for marketing the game(s) later on.

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Is there anybody out there?

Posted: March 5, 2010 at 9:57 am
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I was just thinking as I look into my Blobbit stars, ‘is there anybody out there?’ Then it dawned on me, what I need is some space junk and some stuff to plonk in the background.

Background – check
Twinkle stars – check
Big Moon – check
Stuff – Yes

That’s that then.

Do I use the 2D illustrations mapped to quads or do I recreate the drawings in 3D with the drawings mapped onto the newly created objects? Hmmmmm…. Maybe a mixture of both I think.

Ramble, ramble, mumble, mumble…

 


Ahh so that’s what the ‘d’ means!

Posted: February 9, 2010 at 11:36 am
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‘Rot’ or ‘DRot’ what the ??

Ahh now I know! Rot is an absolute value overiding the object’s values and DRot is added to the current value! Ta da!

Same applies to scale too.

Stars are now converted to use Drot D?? where applicable!


Blobbit sprite conversion

Posted: January 27, 2010 at 5:14 pm
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Rather than just do a  quick conversion job resulting in a load of blurred undefined sprites I’ve been adding extra glow and opacity to some of them.

When we did the original game the sprites were for the most part quite old school and were drawn in 8bit with no alpha channel data. Not bad but the iPhone has nice transparency effects we can use, so why not use them?

Here’s a Binscee Droid before, during and after a little bit of subtle editing…

I’ve highlighted the transparent liquid bit.
Cut out the area that needs to be transparent and set it at 80% so it’s still mostly green.
Next I paste this back into the original frame and the sprite frame is now complete.Ta Da!

Taking this image into an editor you will see that the liquid is indeed transparent which should look quite nice when it’s in situ.

Here’s the original animated 8bit version…

 


Blobbits’ love Unity!!

Posted: January 26, 2010 at 4:44 pm
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Having written the new GDD(Game Design Document for those not in the know) for Blobbit iPush which also includes a few concept sketches and illustrations, the next step is to start some proper development work.  A little bit later than planned but hey, better late than never I say! Ta Da!!

After a few seconds of thought and a couple of emails to Mark it become clear that Flash wasn’t really the way to go and Unity the rather most spiffingly excellent indie developer friendly 3D engine and game dev system would do the trick rather better.

Enter Unity

It’s been a few days now since I began my tinkering about with the editor and generally got my head around the Unity interface which is really rather straightforward once you get past the initial bewilderment associated with something new and alien. Well it is to me anyway…So far so good.

I’ve spent most of today and some of what was left over from last night converting the Blobbit Push sprite set over to Unity. After a false start and a dodgy mouse button which has incidently got worse, I can say that even the added bit of alpha blending is making an appearance on the enhanced set of sprites. 

Look it’s the death anim… The sprites may be smaller than the original set but I’ve managed to retain the detail and given them a bit of extra smooochie smooth stuff for their outing on the iPhone. Lubberly!!

-Stoo-


Inbetweeny screeny

Posted: September 24, 2009 at 4:50 pm
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I wish this thing had an image rotate option… Bahh

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Frontend menu scribbles

Posted: September 24, 2009 at 3:56 pm
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Updating me designs for the iphone version of Blobbit Push. 🙂