Showing posts with label flixel. Show all posts
Showing posts with label flixel. Show all posts

Friday, March 2, 2012

The Latest

So, it's been a long time since I made a blog post. I think it's partially because nothing exciting has really happened and partially because I haven't felt the need to write a whole blog post about anything. In related news, I made a tumblr because it seemed like a better way to make quick art updates rather than posting here. You can find mine here: http://chrixeleon.tumblr.com/


Let's see, what's happened since last June... Last summer mainly consisted on working on the Virtual Joust project for the Higgins Armory and searching for jobs (which, I admit, should have been done before the summer!). I feel like I used the end of college and this project to prolong job searching and working on my portfolio, which was a big mistake! Towards the end of the Virtual Joust project, which was completed in October and is now installed in the museum, I buckled down and started really working on pursuing my goal of getting a job in the game industry.

For the month of September I decided to make at least one piece of art a day and post it to tumblr to practice my skills. I also worked on making a game called God's Tower for the Super Friendship Club forum's Mysticism Pageant to get more experience with flixel. In October I ordered some nice business cards from 123Print.com which I am very happy with. Also during this time I kept working on making my website better and now I'm finally satisfied with it (you can check it out here: http://chrixeleon.com/). November was pretty uneventful and December was full of holiday preparation and celebration. Starting in October and continuing through January I was in (and got pretty far through) the hiring process of a local game company but didn't get the job. I was pretty bummed but it was my very first job hiring process experience (and real job interview) ever!

With New Year's 2012 came new resolutions and an increased desire to get a job. My resolutions are mainly about increasing my skills and breaking into the game industry: get better at art, get better at networking (and talking to people in general), get a job! In mid-January I remembered iD Tech Camps, of which I had been a student at one point, and decided to apply for an instructor position. By February 1st I had a job offer and some definite employment later in the year. It was great to finally have something, but I still wanted to be working sooner. Also in January I participated in the Global Game Jam (GGJ) at the Singapore-MIT GAMBIT Game Lab. I met a bunch of new people, got some excellent game jam and art experience, and helped make a game called Canopy of Shadows in a weekend. It was a great experience and I can't wait to do it again next year!

GGJ was sort of a confirmation that my life was moving in the right direction. I got introduced to a small game company in Boston that was looking for an art intern and someone looking for a pixel artist for their indie project. Shortly after GGJ (and completely coincidentally) I saw a job posting for a position at a game company I applied to in August but was put on file because they weren't hiring then. Long story short, they offered me a job! It's a contract position that starts at the end of March and I'm excited! Since the beginning of February I've also been doing some concept art work for the company I was introduced to after GGJ and can hopefully provide some more help until I start working full time. As for personal work, I made a small game called Proximity Mime for the GDC Pirate Kart.

That brings us to right now. This month will hopefully consist of working on more art, starting my first game industry job, and getting ready for PAX East and it's preceding Made in MA party. Any personal art I make will be posted on tumblr and PAX East will get recap posts here as usual. I might make a post just about preparing for PAX, too, as I'm planning on doing some hardcore networking this year. It looks like a lot of great people and companies will be there this year and I'm greatly looking forward to it!

So, long story short (or TL;DR), things got better, things are going well, and things are looking up.

Wednesday, May 4, 2011

Updates + Summer Plans

It seems that it's been about a month since I last posted. Well, anyway, here's what I've been up to.

Updates
First off, I'm still creating art for the Higgins Armory Virtual Joust project along with Alfreda Smith. In March I refined and created some UI elements for the game. This included altering the existing art for the "heraldry creator" as well as creating heraldic emblems. I also created a prototype logo for the game which will be polished in the near future.

This past month I worked on creating 2D audience members to populate the stands with Freda. I did this by digitally painting sketches of cartoony people I drew and scanned into Photoshop. The people were then arranged together and placed on planes with transparency. When these planes are stuck in the environment, they'll give the game more depth and detail. Moving forward we'll be working on polishing existing aspects of the game.

Another project that I've been working on this term is a small Flash game for the WPI Game Development Club's Development Team. I didn't participate in C-term for various reasons but I made a point to help make something in D-term. The GDC Dev Teams don't have the best track record for putting out games or keeping projects alive (something I experienced last year), so I tried to keep it going this time. Luckily, the team picked one of my game ideas allowing me to work as a designer instead of just an artist.

Our game is called Building Bashers. It's a beat-em-up game where you control transformed robotic buildings and fight other robotic buildings, causing much chaos and destruction. Other than providing the idea I created a design doc at the start of the term, created some art assets, and even did some coding towards the end (menus and particles). We used flixel and various art tools to create the game; Andy Wolff was our programmer, Joey Chipman made player/boss and robot enemies, Dillon Lankenau made menu screens and some enemies, Graham Leto was our project manager and also made sounds, and I created a player and enemy robot, some GUI stuff, and particles. As with most small game projects, we didn't get to implement everything we wanted to but we have a playable game we can show off. You can try it out here!

Summer Plans
So, school is officially over and I'm going to be graduating in less than a week. That means I need to get an actual job now! I feel that I have most of the skills needed to get a job but I don't have enough to show off my skills. That said, my plans for the summer are to make some nice pieces of art and games to showcase in my portfolio and then start applying for jobs. This includes fixing up my resume, tweaking my website, and looking for places to apply. My goal is to start applying by July, which gives me about 2 months to get my act together. I also plan to update my blog more frequently with art, games, and whatever else I work on so stay tuned!

Sunday, March 6, 2011

Getting My Act Together

I haven't been as productive as I would have liked recently, due to my tendency to procrastinate and my recent obsession with Minecraft. I have, however, been working on art for the Virtual Joust project I'm working on for the Higgins Armory Museum, for which I've been working on a medieval knight model for the past few months. Unfortunately, I haven't been getting much else done...


Starting today I will be giving up Minecraft for a bit to start focusing on more important things, like getting a job. I knew I'd get addicted to Minecraft when I heard about it towards the end of last year, but didn't think it'd be this bad. For my final days I decided to build myself a big 'ole Egyptian pyramid and lock myself in it just like in the olden days, and maybe one day I'll be resurrected and a little less addicted.


One of the big things to happen in March was the release of Pokémon Black and White today. I got my copy of White as soon as the doors opened at Toys 'R' Us and have just began my new adventure. I've decided for this iteration of the series that I will not be using Serebii, Bulbapedia, or any other Pokémon database/site to aid my journey through the storyline. Since I had purchased the Japanese version while I was overseas this September and played through the main storyline I figured it would be refreshing to see the game through new eyes (an experience Game Freak was aiming to create). It'll also be great to see how the competitive community begins to evolve with a new generation of Pokémon, moves, abilities, and strategies.

The second big thing to happen this month is the second annual PAX East convention. Last year was great and I'm expecting this year to be even better. I have my badge and I'm ready for this weekend! Unlike last year, I'll try to be good with updating my blog each day of the convention, rather than after it's all over. Expect lots of pictures, Pokéwalker step counts, C-Gear totals, and more.

I'm also hoping to post more of my art, progress on my flixel game, links I've found useful, and other stuff. I feel as though I don't post enough about art and games and that's what this blog is supposed to be about! March shall be the month about getting back on my feet and being productive!

Tuesday, February 8, 2011

Learning flixel (Again!)

It seems like the past few times I've tried to learn flixel I have stumbled across a seemingly simple obstacle and put it down to finally figure out later. The first time I tried to pick it up I was following a simple platformer tutorial as it was going out of date and the discrepancy between the tutorial and the newest release of flixel made it too hard for me to follow along. The second time I tried to pick it up again was when I was in Japan, and I don't actually remember what prevented me from getting the hang of it then...

Anyway, I've started again and I think I've got it this time! There's a quote about persistance beating talent or something like that and I wholeheartedly believe [in] it! This time I started from scratch like usual, but I followed a series of tutorials by a classmate written for the introductory Interactive Media and Game Development course here at WPI. I think my past experience with flixel, although limited, combined with these tutorials has given me the basic understanding of flixel that I've been looking for. Hopefully I'll get to know as much about flixel as I learned about Game Maker back in high school.

To begin familiarizing myself with the flixel library, I'm going to be implementing an idea I came up with while in Japan. The player controls a traveler trying to reach his bullet train in a Japanese train station and the only thing in his way is millions of businessmen. The gameplay is similar to that of a bullet hell game except the player is pushed around rather than killed. Score is based on how quickly the player reaches the train and a time limit determines how long the traveler has to catch his train. The game itself if fairly simple and easy to expand upon. I have ideas for different types of obstacles, such as faster moving businessmen and a foreigner that follows the player around, as well as some desired features, like posting scores to Facebook/Twitter and some others.

I plan to record my progress and update my blog fairly frequently while creating this game. Although I won't post everything, I'll try to write about big milestones and have demos of my progress. Stay tuned!

Monday, January 31, 2011

Global Game Jam: Day 3 + Conclusion

With only about 6 hours left we put (almost) everything together and packaged it into a game. Like usual, scope was an issue with out limited time and resources. Despite lacking some of our desired features, we do have two levels with enemy dodo birds and collectable eggs along with the basic movement of a platformer. The psychology aspect we were hoping for is absent at the moment, but we'll hopefully be able to add it in later.

On the last day I created a few more assets as they were needed, such as a title screen, background image, and "to be continued" screen. Some of the time was more or less wasted because there was more art than tech due to having two artists and one programmer. I wish I could have helped code some of the game but I am still not that familiar with how to make games with flixel. This game jam has definitely sparked my desire to finally buckle down and learn it, though.

Although we submitted an incomplete game to the Global Game Jam site, we will be fixing it up and extending it in the hope to submit it to the Intell AppUp store to win $200. The deadline for submissions is February 28th, so we have a decent amount of time to finish and polish our game. I'll try to post some of my work on the game and our progress in the coming weeks.

And with that, go play our game! You can find it here. You can also play it in your web browser here but probably only for a limited time (as my only storage space may expire tomorrow D:).

Sunday, January 30, 2011

Global Game Jam: Day 2

Saturday was our longest work day of the game jam, and we got a decent amount accomplished.

I finished up making tiles for our platformer and also created the player character and animations. Later, I worked on a base boss sprite and animation that we can recolor and decorate to make different bosses. So far we have one boss and four total design ideas. Josh came up with the idea to name them all after US presidents, so we have Dodoham Lincoln, George Washington (or Dodoington), George Bush, and The Dodo Formerly Known as Taft.

Jeff has been working on all the code himself using some platformer code that he has been working on before. I'm not sure the exact status of that, although I'm told we have basic platformer mechanics and jumping on enemies implemented. Hopefully we have a decent amount to show at the presentation at the end of the jam!

I'll be writing a Day 3 and wrap-up combination post later to recap what happens today and to hopefully show off our game!

Saturday, January 29, 2011

Global Game Jam: Day 1

And we're off! I meant to write this last night but the beginning of today is good enough.

After watching the keynote and getting our theme, we started discussing game designs. Our theme this year is "extinction," which leads to several obvious routes. Two obvious ones are "everyone is [going] extinct and you have to prevent/solve it" and "make [insert species here] extinct." There's also the psychological definition which is to make a certain behavior extinct by gradually removing positive reinforcement to a stimulus or giving negative feedback to a stimulus that was once positive. Our group decided to do a combination of both the biological and psychological definitions in one; a sort of double-extinction.

The basis of our game is that the player is told that they are to make a species extinct while our game design [hopefully] makes a certain behavior of theirs (collecting coins, for example) extinct at the same time without them noticing. After throwing ideas back and forth we decided that our game would be a platformer that consists of a vengeful man in a dinosaur suit (dino-Batman, as he is currently being called) who travels back in time to kill all the dodo birds, one of which who traveled forward in time and killed his parents. The player will be told to kill all the dodo birds and presented the option to collect dodo bird eggs, which make tasty omlettes. Ultimately, the player will be killing dodo birds and forgetting/subconsciously choosing not to collect eggs.

Our current plan is to do a little research into the psychology behind extinction so that we can successfully implement it in our game. The platformer "game" part that the player sees and comprehends as the full game is fairly straightforward. It's a basic platformer with movement and jumping, enemies, and hopefully bosses. The player can jump on dodo birds to kill them and can only progress when all the dodos in an area are killed. Levels will be broken up by highly-characterized bosses that will be entertaining and fun. Dodo eggs will be placed in easily accessible areas but not right in the player's path. There will be environmental hazards like death pits and potentially one other that the player should avoid. The game will keep track of score as an aesthetic classic game feature, but lives will be infinite. The art style will be happy and colorful, and also somewhat comic. Our hope is that the game will be silly and fun enough that the player will keep playing until the end, where we reveal the psychological extinction that has hopefully occurred.

I think that's it for now. I'll try to get another post up tonight or tomorrow morning to summarize Saturday's work.

Tuesday, April 20, 2010

D-Term Game Jam

(Just pretend like I posted that PAX East post when it actually happened and this one wasn't written directly afterwards... >.>)

Anyway, the WPI Game Development Club had their final Game Jam of the year this past weekend and it was AWESOME. 48 hours of pure game making and lots of pizza really makes for a great weekend. Technically it was my first ever game jam and I regret not having participated in one in the past. A bunch of guys from 38 Studios came by and were able to play our games and offer advice. I love having contact with the game industry, rather than just being hidden under the wing of game development academia.

Although I am an exec of the Game Development Club and was staffing the event, I set aside the weekend (school work can wait!) and made it my main focus to make a game. And it was sweet. I worked with Elliot Brodzki and Andrew Tremblay making QWERTY Madness, a platforming game where each letter on the keyboard (well, most of them) gives you a different power or ability once, and you have to use all your powers to be able to use them again. Andrew devised the main idea, Elliot did most of the programming, and I made all the art. We used Adam "Atomic" Saltsman's Actionscript 3 library, flixel, to make the game; I used GraphicsGale to make the in-game art, although I used Photoshop to make the menu screens and backgrounds.

I really like using Flash/flixel for several reasons. For one, it's extremely portable; we made it on Windows Vistas machine in the lab and now it can be played in almost every browser. The flixel library also has a ton of game-specific funtions, so even a sub-par programmer like myself can make a game fairly easily. It is also very conducive to iterative design, of which I am a fan. You can run the game at any time to test it, change a few lines of code, and run it again in a matter of seconds. It satiates my need to fix things and then see the results instantly. I plan to fool around with it when I have some free time, probably after the school year is over. I may even try to make a game with it on the plane ride to/from Japan!

Once again, you can play QWERTY Madness right HERE! Play until your keyboard breaks! (But don't blame us!)