Category Archives: Blobbit World

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)


Bottom about face….

Posted: May 10, 2011 at 5:57 pm
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I like pixel pushing, I like pencils, I like my Wacom tablet, I like water colour paints, I like…. I like…

I realised the other day that I’ve spent most of my professional life drawing digitally. When I say digitally I refer to the creation of graphics (mostly for games) on a computer screen using a graphics program without a pencil or sheet of paper in sight!

As a child (still a child some in the know would say) I used to enjoy drawing and painting, what child doesn’t? I sketched, painted and even managed to fail my art ‘O’ level for taking too long in the exam(ever the perfectionist). Then I discovered video games and thus my digital artistic journey began and my artistic endeavours switched from the analogue world to the digital. Commodore 64 sprites and character sets in glorious chunky fat pixels became my new canvas!

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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…


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


Sketches of the teleport door and pad

Posted: March 9, 2011 at 1:59 pm
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Here we have two sketches… But not just any old sketches oh no oh no oh no… These are sketches of something that is in my book (yes that book!). These are sketches of a Blobbit repaired ‘Matter No Splatter’ transportation device. Usually these devices appear unbroken but sadly this one wasn’t so lucky. But all is not lost as our hero Blarold Blobbit has made good using some wood, a couple of metal shoes and a rivet gun.Wowsers!  Will it work? Hmmm that’s a good question… Only one way to find out and that’s to see it in action in Blobbit iDash. Yay!!
(Now I must go and finish texturing it in Blender, chie de chie my luvvies!!)


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? No… Surely not.. Oh yess indeedy deedy dee…

Posted: February 2, 2011 at 12:41 pm
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Work on bringing Blobbit Dash to iOS has resumed after what seems (and probably is come to think of it) an absolute chasm of time.

So without wasting any further cycles typing endless letters into something half eligible I’m outta here to get this bleedin’ game sorted with me ol’ mucker Mr.Ripley.

First job to be done is to get the background art into some sort of structure and thenbuild up a list of what is going where and by whom, what time and at what point the nasties make an appearance..  There again I may just be saying that in a cunning rouse to mislead and misdirect.. (what the blinkin’ell is he going on about?) Beats me… Cuppa tea methinks..

Might be using  Art Rage to do the BG art on this one.. Can’t beat a bit of pencil sketching without pencil and without paper.. hang on that’s not pencil sketching is it? Well I suppose it is in a sense.. but I ramble onward and upward…


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!!


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