Tag Archives: pixel art

Jack Sparrow Pixel version!

Posted: November 25, 2011 at 3:45 pm
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Argh me hearties it be that time of the year when all that swashbuckling and rum drinking be a taking over the erm… well you get me meaning… My son is playing Lego Pirates of the Caribbean at the moment on the XBOX 360. So I thought I would post a few animations I did of Jack Sparrow ‘pixel stylee!!’ just to bring them out for a few rounds on the screen before retiring them back in the old stuff folder.

Now then me dears these grafs (techie term that) were originally created for an official game of the movie . Unfortunatly said game didn’t quite make it past the galley before being abruptly shoe horned off the ship via a very short plank..Sploshee Splash… Plop!


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…


Cannon Fodder disk box…

Posted: March 20, 2011 at 7:15 pm
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During a recent clear out and tidy up..hang about that reminds me does anyone remember that show that used to be on in the UK many moons ago called Stoppit & Tidy Up?? Narrated by Terry, oops Sir Terry Wogan? No?… oh OK…as I was saying I was in my garage doing some “conversion” work… Conversion being the conversion of old stuff from shabby cardboard box to clean solid weatherproof plastic cube thing (with lid!!) when I found a box of 3.5″ discs.(remember those?)
Wearing my techie geek hat as I often do when I find myself rummaging about in old boxes of tech, I often snap a pic or two of any notable finds along the way. I was happily snapping away (resisting at this point in the blog entry to type ‘as you do’) at lost treasures I’d forgotten I’d owned and came across this.

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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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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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An old Footy gif

Posted: January 29, 2010 at 10:47 pm
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Whilst trawling through some old files in my documents folder I came across a directory which contained a couple of old animated GIF’s created for past projects. Sadly both projects never saw the light of day but it’s always nice to see work files one more time before they get filed away for another couple of years in darkness.

The first was created for a mobile phone game about fishing called ‘Footy’. 😉

As you can see it’s nothing to do with fishing!

Actually this was really starting to look good it was just a shame the phone hardware at the time was dog slow and just couldn’t handle the sprites , scrolling and ball at the same time!!!

I’ll probably add a section about this game to the new website site when I get round to updating it.

I especially like the skating players!



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-