Solutions?

Hey folks!
Just popping in to let you know I didn’t die or give up.

Lack of funds put me in a sticky situation resulting in a hurried house move, but it’s all done now. I am writing to you from our new place, on public wifi (my router got lost by the postman of course!) While everything is not completely set yet, I feel things are finally starting to settle and I should be able to continue developing Pinguino soon.

Despite such an exhausting month my dog is excited about me making games again.
Diego smile

Now I have been thinking and I feel Pinguino has a lot more to offer than a small 8 bit game rushed out in a week, but fear not for I have a plan! I am going to finish the current version and release it! It will have 20 levels and be an arcade type game.

And once that is done, I’ll move from Game Maker to Unity and make it a complete adventure game, with more of a visual appeal and an in-depth plot. It might sound a little vague so let me show you the first concept art I made for it.

Pinguino concept art 1It will be quite an adventure and I’ll make sure to share my journey with you guys.

Until then… until then….

CLICK on the image to get a full res version for your desktop!

Problems problems

Well guys I’m hate to say it but I’m dealing with some pretty heavy problems right now.

Just a small message to apologize I couldn’t finish Penguino in time (I actually had to shorten my trip to Annecy). But fear not, I’ll get back to work as soon as everything gets back on tracks. And you’ll all be able to enjoy the game!

In the meantime have a glance at the sexy hunger bar I recently added.
peekaboo

I’ll make sure to fill you in soon, but no worries it’s nothing too bad.

Tweeting and House hunting

Well hello there!

It’s this time of the year again. The exams are done and I’m out of money again, having to find a cheaper place to live in, again. Not an easy task with a girlfriend and a dog but I’m always up for a challenge. So far my search has proven to be quite fruitful so it shouldn’t get in the way of my plans for the summer.

Let’s start with what I am most excited about. Pumpkinwaffle is soon to be a self hosted blog! Now that wouldn’t mean much if it wasn’t a blog about gaming, but it is! Therefore, my games will be hosted here, playable online for free and for all. It is quite a big step forward (if not just financially) but that way everyone with a computer, regardless of their operating system will be able to enjoy my games.

Which brings me to the second point, my new game is soon to be completed! There still is a few animations to patch up and levels to be created. But it will one great game, tough as nails, fun to play with 1 or 2 player cooperative gameplay!
Now I don’t want to spoil the surprise so I will leave you a cube, a very spiky one indeed

a very spiky cube indeed

Due to house hunting and the many other joys of moving. I won’t be able to finish it by the end of the month, like I originally planned. But oh well it will be ready when it’s ready.

Oh and I almost forgot, I am now tweeting, or on tweeter, or whatever it is you say. So you can follow me other there and do whatever people do on twitter. Of course there will be more hints and pictures of games to come, among other random tweeter stuff.

Humm, leaving you guys with nothing but a cube doesn’t feel right…
Here’s a ridiculously tiny, slow and failed walked cycle that will not be in the game. :D

Until then…          Image1

Are you animated?

Well there it is, my animation La Valise is now online.

Make sure you watch it in 720p to catch all the details.

Allow me to write a few line on the process.

The idea of this work is simple as it is effective. The principle applied here the one of  zoetrope.

Each bit of the animation is a 16 frame loop, evenly spaced on a spinning disk. With a careful balance between camera’s the shutter speed and the rotation. The circle travels 1/16th of a turn between each frame. That way, in each frame the position of the squares doesn’t change, however the content cycles creating the animation.

Of course this is only possible with the very fast shutter speed of modern cameras. Which, when executed correctly, cancels out any motion blur. (pretty much any DSLR can achieve this, I used a canon 550D with a 50mm f/1.8)

A lot of work it was. Considering the animation was drawn on 250 5x5cm squares hand-cut, with love.

handcutting squares with love

The drawing part took place over one and half days, driving and my good friend Simon mad by the end of it.

If you haven’t seen Simon’s work yet, I strongly suggest you head to his channel to have a look. He’s very talented.

I hope this little “behind the scenes” was interesting,
Expect a in-depth look at dimensions in platformer games real soon.

Until then…