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Topics - Misj'

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Attractive Female Villains

credit: Fanpop

They are every hero's weakness: women. And why are they his weakness? - Simply because they're better than men (or so my wife tells me). So today we're going to draw the female villain. But we're not going for the old creepy witch or the ugly demon type...this is all about beauties with brains (and a desire to take over at least some part of the world...I don't care which world, or how big a part).

The challenge in this blitz lies in combining beauty and evilness; two features that are often presented as contrast (the beautiful angel vs. ugly demon cliché). She might be 'the weaker sex' (as if we really believe that), but she is certainly in control.

The rules:
  • Color: You may use a maximum of 3 hues (minor hue shifts will be overlooked). You may use as many levels of saturation or lightness as you wish, but stick to a limited number of hues. Some background information can be found here.
  • Size: maximum height of the sprite should be 1/4th of the screen-height you're creating it for (you may choose whatever screen-size you desire...so it's more of an arbitrary rule).
  • Well that's about it actually...

As always, this Jam is open to any style and any technique. Rough sketches and character designs are always a welcome addition and much appreciated...but not obligatory. And for this Jam I'll allow multiple entries per person if you want to increase your chances of winning or when you simply feel inspired. 

Have fun drawing!

The Djinni

This SpriteJam is going to be magical. You are working on a project set in an Arabian fantasy world. The project-leader has asked you to design and draw the Djinni-character that will play a central role in the story.

Djinn can be both good and evil, and it's up to you to decide. You may base him/her on Islamic/Arabian mythology, or go for a more Hollywood-approach. The djinn does not have to be bound to a magical object (but he/she can). There are, however some design-limitations:
  • he/she must be both physical and non-physical at the same time (air, smoke, water-vapor, fire, whatever).
  • he/she must have a distinctive middle-eastern feel.
  • he/she must not use more that five base-colours (not counting black/white, shades, or alpha)
  • he/she must have humanoid features (but does not have to be human, or have human anatomy)
  • There is no size-limit. The character can take up the entire screen or be as small as 20 pixels high (or less, if you consider 20 pixels a size-limit)

Multiple entries are allowed (this may also be characters that interact with the djinn), but I want to see a small backstory of the character and how he/she plays a central role in the story (concept art is also appreciated, but not required).

The competition runs from March 2nd - March 15th 2015, and the winner will be decided by me (no voting this time, sorry). As long as I haven't announced my decision, the competition is open for submissions.

And most importantly: have fun!

Competitions & Activities / Sprite Jam dec29-jan11
« on: 29 Dec 2014, 15:21 »

For this second of the renewed Sprite Jams I wanted to go back to an old classic: The Adventurer. We all know them: Biggles, Indy, Rick O'Connell, and many, many more...some of whom died before they could make a name for themselves or worse: without a savegame.

Of course just drawing some adventurer would be way too easy, so I've added a couple of character-design and artistic-rules to it:

Character Design
  • The adventure takes place on Earth somewhere between 1870 and 1950 (but it doesn't have to be historically accurate of course).
  • Our character (male or female) is a non-white human.
  • He/She carries a 'signature' item (like Indy's whip). It's not a piece of his/her clothing, but should be clearly visible
Technical Rules
  • Your palette should consist of maximally six base colors (not counting shadows/highlights etc. nor black and white)
  • Your character should be between 20 and 25 percent of your intended screen-height (not counting attributes or clothing)

Somewhere around the 12th of January I will announce a winner.

Have fun everyone (and I don't mind seeing intermediary concept-art if you have any :D)

a Gateway to ...
Background Blitz 24 October - 11 November

Many stories involve portals of some kind that transport people from one reality to another (like in the fairytale of Frau Holle (mother Hulda). These portals can come in all shapes and sizes. They may be of magical or of technological origin. They may be highly decorated or as humble as may be. But they all have one thing in common: they connect two worlds (or places, or times, or whatever).

The goal of this Blitz is to draw a portal between two clearly distinct* worlds**. The origin, size, shape, form and genre of the portal is all up to you. But there is one rule: something (no matter how much) of both connected worlds** has to be clearly visible in the image.

Other rules: AGS compatible.

voting will start the 12th of November.

Don't be shy to ask questions, and make sure you have fun drawing!

*  No, you're not allowed to have the portal start and end in the same room...but that's about the only limitation.
** World in the broadest possible definition of the word.

Topic: Post Mortem
It may be argued that at some point in your life your are going to take your last breath and die...and then what?

Anything goes, be creative...But remember that this scene takes place after a character has died. If you like dreamy cloudy scenes and want to depict Saint Peter at the gate of heaven...perfect. Prefer three-headed dogs, go for Hades. But why stop there? - Rimmer from Red Dwarf, the zombies from Shaun of the dead, even Murphy from Robocop...they're all dead.

- AGS compatible.
- You must use at least 1 color (or go pure black-and-white (with shades of gray)).
- Must have at least 1 element that is/can be in front of the character.
- Image file-name must start with the letter B.

Voting starts September the 17th (standard Dutch time).

Ps. I might actually join this one myself...I know it's not customary.

The Roaring Twenties

"The Roaring Twenties characterizes the distinctive cultural edge of the 1920s, principally in American cities, but also in Berlin and Paris, for a period of sustained economic prosperity. The phrase emphasizes the period's social, artistic, and cultural dynamism. "Normalcy" returned to politics in the wake of World War I, jazz music blossomed, the flapper redefined modern womanhood, Art Deco peaked, and finally the Wall Street Crash of 1929 ended the era, as the Great Depression set in worldwide." -- Wikipedia

This Blitz we're going to put the Jazz in our drawings as we create a scene from the pre-Wall-Street-Crash-1920's.
You'll have two rules:
1. The scene must be indoors (but there's nothing wrong with windows)
2. It has to depict the upper-class
(3. AGS compatible would be nice I guess)

here and here is some research, and don't forget to search the internet for examples of 1920's fashion for males and females, architecture, and art deco. Because it will be on the exam :)

Have fun everyone!

EDIT: extended for 48 hours. Voting will start the 22th



As you probably all know, there's this girl/guy who has the power to shape plants to his/her will (by magic? - using a machine? - alien technology? - I don't know). So what do you do if you have that kind of power? - You build yourself a home made entirely out of living plants (ok, you can use other materials as well, as long as it makes sense, they are not 'reshaped', and plants are the main element).

So, what does this home/house/lair/dwelling/spaceship look look? - Any genre goes...

Anything that fits with AGS (and you might want to start thinking about using the color green)

Starts the 21th of March. I will not vote myself unless there is a tie (but participants are encouraged to vote).

Idea: Was it an original/creative interpretation of the theme?
Atmosphere: Was an interesting world created? - Did the scene evoke a feeling?
Design: How well the individual elements are designed, from clouds to doorknobs.
Composition: How well the elements are combined to create a pleasing whole, and lead the viewer to the points of interest.
Functionality: How well it would work as a background, with clearly defined entries and walkable areas, as well as a good viewing angle (this also includes introductionary shots of an area as long as a player character can be present in the scene).
Technique: How well it's rendered (within the chosen style!), in no way meaning the more elaborate the better.
Personality: I added this category specifically for this Blitz. Since the background in man-made it should reflect the personality for the character who created it (is he/she evil, childish, creepy, weird...etc). How well does the background reflect a certain personality?

Have fun, be creative, and remember: plants are people too!  ;)

Every museum has to be guarded. Whether it's by cute women, or lazy fat men is all up to you.

  • 1.80m = 25% of the Y-screen resolution
  • Maximum colours: 10 (6 for high-res imagesnon-pixelart not including shading and anti-aliasing)
  • AGS compatible

For bonus points (to increase your chances of winning):
  • Make the guard non-Caucasian
  • Multiple entries are allowed

Have fun, and I hope to see some nice and original entries.

Ps. Adding a background is allowed, as long as you also provide the sprite sans-background.

For the previous Blitz I originally wanted to create two complementary backgrounds depicting the same scene but with a different character: one would be good (the one that I entered) and one would be evil. But due to time constraints on my part I ended up creating only one. However, it did give me an idea for a Blitz that I hope you will like:

Goal: Create a background that has a good and an evil aspect.

Your interpretation of the goal is very open, and just to give you an idea as to how open, I've included some of the possibilities that popped up in my head only minutes after I decided upon the theme: two backgrounds of the same modern city where one if dark, dirty, depressed, and the other is bright, healthy, happy. Or a wizard's court where on the left we have the dark warlocks' area and on the right the white wizards' area. What about a wormhole on a starship's bridge through which you can see the counter-part universe.  

Anything goes as long as there's something evil and something good within the entry/entries.

Limitations: AGS compatible (although due to the special nature of this Blitz I'll also allow NintendoDS compatibility of 2x 256 x 192 pixels).

Additional: If you believe the background's functionality within a game is unclear you may provide a walkable-area-map or a textual explanation. This is not required but if available I urge people to check it out before they vote.

Voting will start somewhere the 9th of November, and entries may be entered as long as I didn't start the voting yet. Voting will be done in the usual categories:

Idea: Was it an original/creative interpretation of the theme?
Atmosphere: Was an interesting world created? - Did the scene evoke a feeling?
Design: How well the individual elements are designed, from clouds to doorknobs.
Composition: How well the elements are combined to create a pleasing whole, and lead the viewer to the points of interest.
Functionality: How well it would work as a background, with clearly defined entries and walkable areas, as well as a good viewing angle (this also includes introductionary shots of an area as long as a player character can be present in the scene).
Technique: How well it's rendered (within the chosen style!), in no way meaning the more elaborate the better.

One of my favourite stories by Scheherazade (One Thousand and One Nights) is the highly overlooked story commonly referred to as:

Arabian Stars

A long time ago, in a land far far away...

In this mind-boggling tale of adventure and romance, the young orphan Aladdin Skywalker meets the evil sorcerer Jafader (who passes himself off as the brother of Aladdin's late father). By means of trickery (and some magic), he convinces Aladdin to retrieve a seemingly worthless artefact that turns out to be a magical lamp in which a (cursed) Djoda lives.

Instead of handing it to the sorcerer, the young man decides to keep the artefact, and use the three wishes the Djoda is willing to grant him to win over the heart of the beautiful daughter (Leiaroulpadmedour - Leiaroul for short) of the Chinese emperor  whom he saw from the streets as she passed him by.

Aladdin's plan succeeds and they are about to marry when the evil sorcerer Jafader (appearing as Aladdin) kidnaps the girl and puts a curse on the city of Baghdad to keep everyone in...and the price for everyone's freedom is of course the lamp. The Djoda - who does not want to be a prisoner of he evil Jafader - tells Aladdin of a magical Scimitar of Light which would allow him to defeat the evil sorcerer and rescue his one true love.

Together with the pirate Solobad (whom he meets in a bar at the harbour) he escapes from the cursed city on the back of a giant falcon (with whom Solobad and Aladdin fly from one end of the country to the other). After many adventures they obtain the Scimitar, and return to Baghdad to face Jafader. During the final battle, Aladdin is severely wounded and survives only through the power of Leiaroul's love. Together, Aladdin, Leiaroul, Solobad, and the Djoda finally manage to defeat the sorcerer, and they trap him in Djoda's lamp (in exchange for the Djoda's freedom).

The story ends when Aladdin and Leiaroul marry, and Solobad leaves on his falcon in search for new adventures.

Draw any character from the Arabian Stars universe (in other words: a reinvention of characters from the StarWars-universe as if it were part of the 1001-nights universe* (early medieval middle-east or far-east setting)).

- Size: 1/4th of the screen Y-resolution = 1.80m (but your characters may be smaller or bigger)
- Colours: max 10 unique colours (this does not include anti-aliasing or shading/highlights for high-res images).
- Fun: try to have it!
- Create a name and a background story for the character telling us how they fit within the story above*...it will not influence your chances of winning, but I just like to read them.

The host (that's me) decides the winner, but multiple entries are allowed to increase your chances.

I usually (loosely) base my decision on the following criteria:
- quality: how well did your sprite turn out
- functionality: is it usable in a game (this includes can it be animated)
- personality: does the sprite have character
- creativity: how creative were you with the execution of your idea
- style: one style is not better than another; but I like it when people experiment with styles uncommon to them. It's not the most important criteria, but when it doubt it might help me decide.

this Jam will end October 4th

* It is not a requirement to use the story provided above as long as it fits somewhat within the 1001-nights universe. Also, there is no reason to feel that the character mentioned in this story are confined to the way I presented them...

When Omni Consumer Products (OCP) was in financial trouble, they had to cut corners in their cyborg department. Fortunately, their R&D department was both creative and experimental, and even with a budget reduction of 800% they were able to deliver some interesting cyborgs based on life tissue and household appliances (and sometimes duct tape). Basically, everything they could lay their hands on was put to good use.

Draw any of the creatures created by the OCP cyborg department as long as it's a combination of living tissue (humans, animals, plants, fungi, everything goes) with one or more household appliances (or components thereof). It's preferable if the creature has some sort of purpose.

low-res: 12
high-res: 6 + black&white (when using coloured lines, an additional 6 colours is allowed for that purpose). This does not include highlights, shading, shadows, and anti-aliasing; although it's advised to use such effects sparsely to make animation easier.

Both X and Y should be no more than 1/4th of the Y-resolution of the game (60 for 320x240, etc)

You may add a context (environment) for the sprite but must also provide an image with the creature on it's own...which will be used to decide the winner.

Multiple entries are allowed and may increase your chances (particularly if the entries have a relationship to one another).

Jam ends August 31st.

Be creative...
                    ...have fun!

In line with the previous theme I'll stick to special-effects animation for this competition. You've probably all seem it in various animation movies: a bubble of air is forming in some liquid substance (a swamp, a pot over a fire in a witch's house, etc)...and at some point it will burst.

- At it's biggest size (before bursting) the bubble should be between 10 and 50 pixels in diameter.
- You may have multiple bubbles to create a loop, but this isn't required.
- The liquid in which the bubble is forming may be anything from a transparent soap-water, blue sea, a brown swamp, to green pea-soup. Of course the viscosity of these liquids will be slightly different, which may have some effect on the bubble itself.
- The host will decide the winner.

Supplied sprite
Uncommon to the animation competition I will not provide a sprite here. Partly because I have a drawing style and approach that is not very common here at AGS, and partly because the competition is about something that is forming...which would make it impossible to provide a sprite in the first place.

The competition will end the 1st of August.

Have Fun!

The goal of this competition is to create an animation that is usable in a game that YOU would make (rather than one in the style of the host) and I tried to keep it as style-independent as possible.


This week's jam is a bit different from the usual jams since it won't concern a (to be animated) character, but rather a sprite that would be the main object of interest in a background...so it's a bit of a cross-over with the Background Blitz competition (and hopefully it works well).

Everything can be made interesting by breathing some personality and character into it. While this is obvious for character-sprites, it is equally true for any inventory- or background-object. For this Jam I was inspired by a page from Ben Caldwell's book Fantasy Cartooning.

Draw a tree that has a distinct and interesting character/personality.

1. The tree must be an actual tree (no forest spirit or ent...it may be a fairy tree or one with magical properties though), and should not have an actual face, hands, etc...branches and shapes may however suggest such properties.
2. There is not colour or size restriction, except that it should be AGS compatible.
3. The tree (at least the part above ground) must be entirely visible (it may be partly obscured but not cropped off).

You may add a context (environment) for the sprite but must also provide an image with the tree on it's own...which will be used to decide the winner; jam ends July the 12th.

Be creative...
                    ...have fun!

The goal of this weeks SpriteJam is to a sprite of a character in the Robin Hood universe. You may use any iteration of the story for your inspiration (and even expand upon them). There is however one additional rule: you must create two views of the same sprite.

So you can create both a front and side view of Little John, a 2/3rd view and a top view of Richard Lionheart, a portrait (talking) view and a back view of Maid Marian, Robin Hood in a suit of armour or in his green-forest-clothing...everything goes, but the more creative and the more distinct the views are the more likely you are to win.

Additional rules:
- 1:80 m = 25% of the Y-screen resolution (so 120 for a 640x480 resolution), but bigger and smaller characters are allowed.
- Any amount of colours is allowed, but bear in mind that it should be animatable, and good use of colours is advised.
- Jam ends 24th of June

As usual with my SpriteJams: multiple entries are allowed, and may increase your chances  of winning.

Have fun, and good Spriting!

In a strange - not to well lit - shop you have uncovered the lost treasure-map of the fabled pirate Gelko Ironclad. You decided to go on a journey to gain fame, riches, and - of course - girls...I mean, are there truly other motivations besides girls.

Draw an in-game background (not a cut-scene background) for the character on his journey. Complement this background with a 'walkable-area-map' (how you indicate in a separate file which area's are walkable and which are not is up to you) for your character.

(I like rules, so there are several...but they are quite open to interpretation)
1. At least two of the distinct landmarks indicated on the map (use your imagination) have to be visible: one in the foreground, and one in the background.
2. At least one of the landmarks visible must not be man-made (literally...created by aliens or elves or whatever is allowed).
3. Keep in mind that the player's character must be able to stand close to the landmarks in the game (although not necessarily in this screen...use the walkable-area-map to indicate this)
4. There should be at least one interaction-spot in the background that is linked to some imaginary puzzle (you don't have to indicate it if you don't want to...just think of it while you design the background).
5. The background itself should be devoid of objects and sprite that are not part of the background itself (or that animate). However, should you feel that it is easier (or at all possible) to understand the background if you create a mock-up containing these layers, or if you indicate which areas are animated or the walk-behinds, then you may add these in a separate image...and it will be taken into account during voting.

Additional notes
What era or location the game would take place is open. Whether Gelko was a 16th century pirate, a modern-day pirate, or even a space-pirate (or anything else) is up to you. How long ago the treasure was buried (and thus how the landmarks were affected by time) is also open to you. The same goes of course for the landmarks themselves: it's all up to you.

I'll diverge slightly from the usual categories. While they are still largely based on the usual categories, I'll mention them beforehad so you can take them into account during your design.

Originality - Was the underlying idea of the background an original interpretation of this week's theme? - It does not have to coincide perfectly with the theme, as long as it strikes you as original yet interesting/amusing/inspiring.
Atmosphere - How well does image manage to evoke a certain feeling or mood? - This also includes, whether you are able to interpret from the image what genre the game is (a horror-game should have a different atmosphere than a childeren's story...still they may evoke the appropriate atmosphere equally well).
Design - Independent of composition, how well are the individual elements (such as landscapes, buildings, decorations, clouds, doorknobs, etc.) in the image designed. Would the individual elements of the background still be interesting when take out of their overall context in the image?
Focus - How well are composition, colour, contrast, saturation, light, shadows, etc. used to guide the player to the important or interesting area's?
Functionality - How usable is the background in-game? - Would it work when adding sprites, are the walking distances appropriate, are there clever walkway solutions, and is it easy to understood exits, etc.? - If the contestant has included an in-game mock-up (or a walkable-area-map, walk-behinds, etc) use these to determine your vote.
Technique - How well the ideas are executed in form of rendering? - This does not necessarily result in the most 'cutting-edge' technique, but also includes questions like 'how well did the contestant stick to the chosen style', 'are there no disturbing perspective mistakes', etc.

Contestants may enter until May 31st 23:59 my local time.
Voting will begin June 1st 0:00 my local time.

Have Fun!


Create one (or more) member(s) of a fantasy version of the A-team. The sprites must be based on the characters of the four A-team members (but not necessarily their physical appearance, or even their gender...that is all up to you). So create your own Hannibal (the brains), BA (the muscle), Face (the looks), and Murdock (the madman), but in a fantasy setting. I do not count the women in the series as members, but there's no reason why for example Face wouldn't be a woman (Starbuck is, so why not Face).

Character Rules:
One of the members is a human.
One of the members is a typical fantasy creature (dwarf, gnome, elf, giant, etc).
One of the members is half-man-half-animal (hippocentaur, onocentaur, bucentaur, ichtyocentaur, etc)
One of the members is something different (everything goes, as long as it's not one of the above: from werewolf to bunny-rabbit, from elemental to rock-based)

Which member is what is all up to you.

Technical Rules:
There is no colour limit; but a good use of colours (or lack of colours) will be taken into account.

The size-rules is as follows:
- 1.70 meter = 25% of the Y-screen resolution (so for 640x480 that would be 120 pixels, for 320x240 it's 60 pixels).
- Characters size is not limited as long as this rule is taken into account, so if your bunny is 40 cm, it's height is 28 pixels (for a 640x480 resolution).

Any (logical) game resolution is allowed, but please indicate it. If you wish to make a fictional game for a 160x160 resolution device it's up to you. The same goes for large resolutions.

Additional Comments
Since I happen to have a soft spot for character design, I consider that aspect more important than the final sprite or functionality thereof. So character development sketches, tutorial-videos/images, character sheets, and small character-animations are highly appreciated, and may be taken into account (but are not demanded!). Moreover, a superior design-sketch might result in a winner, even though he or she was unable to finish turning the design into a sprite. That does not mean that a functional sprite with a good design is not preferred of course...This is still a Sprite Jam, not a Character Design Competition.

Multiple entries per person are allowed and can increase your chances to win. However, each entry must be a different member of the team (so if you've already used a centaur, the second design can't be half-man-half-animal), and the style used should be such that they can be used within the same game.

This SpriteJam will close on December 31 at exactly 23:59 hours my local time. I will give my decision on the first day of 2009.

From the website:

17.11.2008 | Midnight surprise: the demo is here!

Today marks the first release of "A Vampyre Story" in it's first territory. To mark the occassion, we are proud to release the official demo, to allow everyone to get a sneak peek of the game.

In the demo, Mona and Froderick are in trouble: They are on the Vlad's Landing Graveyard and Picknick Grounds, looking for Mona's grave, in order to retreive some grave dirt that Mona needs to put in her coffin for travelling.
This short slice of the game gives a short glimpse of how versatile and multi-faceted the puzzles can be - as well as presenting the athmospheric art and music and humor, of course!

The demo features English and German language. The game will be released on the 24th in the UK and soon in the US and on any decent download retail service, like GameTap, metaboli and GamersGate.

You can download the demo from worthplaying.com: http://www.worthplaying.com/article.php?sid=57552

You can also click on the German flag in the tree to get to a list of Mirrors....

I haven't had the time to look at it yet (I'm at work at the moment). But I'm sure most of us are exited...

(Why did I choose to post this in the general discussion and not in the Adventure-related talk and chat-thread? - I dunno...)

Here's the thing: the gaming company you're working for is developing a new adventure game about a young man named Solomon, and his little sister Rachel. It's a fantasy/fairy-tale/family kind of game (with some lighter and some darker parts). The project leader has asked you to develop and create the sprite of one of the minor characters called Granny Rurbuncle. She runs an orphanage in a desolate outskirts of the woods.

The project leader gave you the character description of Granny (and a few other characters in the game), as well as some inspirational art (these are not game backgrounds; they are merely some artists' impressions to inspire you).

Create a character that clearly shows Granny's personality (and age) based on the character description below. The description is quite 'open', so you'll have to decide a number of things...is she mrs. Doubtfire, one of the Goldengirls, the evil stepmother, or something completely different? - It's all up to you.

- There is no colour limit; but a good use of colours (or lack of colours) will be taken into account.

- The size-limit is as follows:
          Minimal size:  1/8th of the game's Y resolution.
                                (for a 1024x768 game that's 96, for a 320x240 game that's 30)
          Maximal size: 1/4th of the game's Y resolution.
                                (for a 1024x768 game that's 192, for a 320x240 game that's 60)
          These sizes are head to toe, and do NOT include props like wigs, hats, monkeys, etc.
          So the final sprite-size may be bigger (but not smaller).
          Game-resolutions that are allowed are:
                     320x240,  640x480, 800x600, 1024x768
          Please indicate the game-resolution you're designing for.

- Character development sketches, tutorial-videos/images, character sheets, and small character-animations are highly appreciated, and may be taken into account (but are not demanded!)

- Multiple entries per person are allowed. This will especially increase your chances if the entries are either in clearly different styles, or contain clearly different interpretations of the character.

Character Description: Granny Rurbuncle

Granny Rurbuncle runs the orphanage. She's somewhere between 65 and 95 years old, and is an orphan herself. She's lived in the orphanage for all her life. While she complains about the pain in her back quite often, she can move in a way you wouldn't expect from a lady of her age. Nevertheless, when she walks she intensively uses her cane (not just for walking by the way). She normally wears a coat and hat, that were donated by the mayor's wife (fifteen or so years ago; it's worn out nowadays).

Granny Rurbuncle: “Rachel my dearest, could you fetch some fresh water from the well for an old lady?”

Character descriptions of a few other characters here

Inspirational Art
by Exsecratus
by Loominous
by Misj'
by Neil Dnuma
by Zyndikate

This SpriteJam will close on Sunday October 5th 23:59 hours my local time. A winner will be declared on the 6th.

Advanced Technical Forum / Don't walk...jump.
« on: 21 Aug 2007, 00:15 »

I had some free time, so I decided to spend at least some of it on praticing my animation-skills. The object to play around with was my version of Blue Cup (the original sketch can be found here), and I wanted to make him walk, well...jump, since he doesn't have any feet (see the figure below).

If you're still with me, you might be wondering why I'm not posting this in the critics lounge, so let me get to the actual problem. When I loaded the (nine) frames into AGS, I wanted to use it as a walk-cycle...but the walk assumes that the character moves the same amount of pixels every frame. In this example, however, the character does not move on frame 1, 2, 3, 8, and 9; the entire movement of the jump is performed in frame 4-7.

Yes, I'm able to do this using the script-editor, but I' would prefer to set it internally using the the normal walk-cycle. To do that, an option has to be added to the walk-cycle, in which I could set the frame movement. This value would in my opinion have to be either a percentage or 'auto'. For Blue Cup I might for example set these values to: Frame1(0), Frame2(0), Frame3(0), Frame4(auto), Frame5(auto), Frame6(25), Frame7(10), Frame 8(5), Frame9(0). The 'auto' for fram 4 and 5 would then split the remaining pixels (60%) evenly between those frames set to auto (30% each). If all frames are set to auto, you get a normal walk where the movement if each frame is the same (of course being able to set the total distance for a walk/jump-loop would be usefull too for this...since a thin cup might jump further than a fat cup).

Anyway...I have no idea what kind of engine slow-down the required calculations would cause (for a moving crowd(?)). But I think it's something that - if used with caution - could be useful to several kinds of walking animations (for example a pirate with a wooden leg wouldn't move evenly and might even stand still on some frames; just to give an example from the top of my head). Chris, do you think something like this would be possible (and worth your time) to implement?


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