Virimine

Ludum Dare 46

behind the scenes I - animation

Hello everyone~

For the first time I animated sea creatures for our game 'Perish alive' and actually had so much fun with it that I spend too much time trying to make a smooth movement.. As a result, we didn't manage to add anymore enemies.. haha (sorry, team :sweat_smile:)

jellyfish-GIF-low-quality.gif

Nonetheless, I decided to share the 'attack animation cycle' of the jellyfish which consists of 12 frames, all handrawn..(<--- totally over scoped) :smile: Each frame is consistent to the one before and after it thus creating a 'flow' which is what makes it look smooth and not jittery.

jellyfish animation cycle03.jpg

. . .

Have you checked Perish alive?

https://ldjam.com/events/ludum-dare/46/perish-alive

Cogwhale will be glad to hear what you think about it~

:whale: || :whale2:

behind the scenes II - post jam animation

Little sea slug didn't make it in Perish Alive :confounded: (see this post to learn why).

However, i liked how it was turning out so I decided to finish and share it here! :relaxed:

seaslug GIF.gif

Sea slug attack animation, post jam

Some details about the animation process~

-skip this if not interested-

As you already know, hand-drawn animations are not very common in game dev though it can create amazing effects! (see Cuphead for example).

While animating something with multiple parts (body, antennas, tail etc) You get to decide which are the primary actions and which the secondary ones. Body is usually the primary action while others are secondary. Secondary actions follow the movement of the primary action but have little shifts in move in order to create a more realistic effect. This is due to different parts having different sizes, shapes or even uses!

Of course, during a jam you cannot plan in detail the movement so it gets created more intuitively. :stuckouttongueclosedeyes:

seaslug-motion-map.gif

Motion map for the sea slug body animation

Even though poor sea slug didn't make it in Perish Alive it encourages you to meet his friend, Jellyfish~ :blush: :ocean:

behind the scenes III - concept art

Hello everyone~

On earlier posts I shared some thoughts about the animations' process.

Today, I am showing you some early concept art of Perish alive.

concept art01.jpg

Composition. Colors. Rough designs. These should be defined at the very first moments of the development. Making decisions before starting designing will help guide you through the process quickly (without getting stuck :confounded:) and keep the work consistent!

concept art02.jpg

Do you like taking a glimpse of the development? Wanna see the final result, too?

Check Perish alive to meet Cogwhale as well. :whale2: :smile:

behind the scenes I - animation (repost)

Hello everyone~

For the first time I animated sea creatures for our game 'Perish alive' and actually had so much fun with it that I spend too much time trying to make a smooth movement.. As a result, we didn't manage to add anymore enemies.. haha (sorry, team :sweat_smile:)

jellyfish-GIF.gif

Nonetheless, I decided to share the 'attack animation cycle' of the jellyfish which consists of 12 frames, all handrawn..(<--- totally over scoped) :smile: Each frame is consistent to the one before and after it thus creating a 'flow' which is what makes it look smooth and not jittery.

jellyfish animation cycle03.jpg

. . .

Have you checked Perish alive?

https://ldjam.com/events/ludum-dare/46/perish-alive

Cogwhale will be glad to hear what you think about it~ :whale: :whale2:

behind the scenes II - post jam animation (repost)

Little sea slug didn't make it in Perish Alive :confounded: (see this post to learn why).

However, i liked how it was turning out so I decided to finish and share it here! :relaxed:

seaslug GIF.gif

Sea slug attack animation, post jam

Some details about the animation process~

-skip this if not interested-

As you already know, hand-drawn animations are not very common in game dev though it can create amazing effects! (see Cuphead for example).

While animating something with multiple parts (body, antennas, tail etc) You get to decide which are the primary actions and which the secondary ones. Body is usually the primary action while others are secondary. Secondary actions follow the movement of the primary action but have little shifts in move in order to create a more realistic effect. This is due to different parts having different sizes, shapes or even uses!

Of course, during a jam you cannot plan in detail the movement so it gets created more intuitively. :stuckouttongueclosedeyes:

seaslug-motion-map.gif

Motion map for the sea slug body animation

...

Even though poor sea slug didn't make it in Perish Alive it encourages you to meet his friend, Jellyfish~ :blush: :ocean:

behind the scenes III - concept art (repost)

Hello everyone~

On earlier posts I shared some thoughts about the animations' process.

Today, I am showing you some early concept art of Perish alive.

concept art01.jpg

Composition. Colors. Rough designs. These should be defined at the very first moments of the development. Making decisions before starting designing will help guide you through the process quickly (without getting stuck :confounded:) and keep the work consistent!

concept art02.jpg

Do you like taking a glimpse of the development? Wanna see the final result, too?

Check Perish alive to meet Cogwhale as well. :whale2: :smile:

Ludum Dare 47

Animation Week - post #01

Hello again everyone~~ :smile:

In the course of this week, We are posting 3 (+1 surprise) animation breakdowns from our game Led Astray

Don't miss them out! :fallen_leaf:

First one...... Jump Animation

Jump-Breakdown.gif

- hand-drawn frame by frame

This is the first time I got to animate a human which was proven to be a challenge.

Making human characters has been a B I G no-no for every gamejam up till now, as they are very difficult to animate in such a short time. Even a small mistake can create an uncanny feeling which breaks immersion.

I have to mention, that I couldn't have gotten my hands on this challenge, if @nefeli hadn't done such an amazing job on the environment art! :yellow_heart:

Check Led Astray to see the awesome work done by the whole team :leaves:

Animation Week - post #02

Hello everyone~ :smile:

This week, I am posting 3 (+1 surprise) animation breakdowns from our game~

Don’t miss them out! :fallen_leaf: (Check our previous post here)

Chilling mid week post with idle animation breakdown of the main character from Led Astray
Gosh, we need to find her a name...

Idle-Breakdown.gif

- hand-drawn frame by frame

I love practicing animation techniques and gamejams are one of the best chances to do so :green_heart:

Ofc, we didn't have enough time to make both 'inside idle' and 'outside idle' soo yeaah... it's windy inside the house AND the basement as well :laughing:

How should we name our main character?? Leave your suggestions here or in the comment section of Led Astray and help us decide~! :bug:

Animation Week - post #03

Heyy~ It's Virimine again with a new character animation breakdown from our game, Led Astray~

This time it is...

...the most difficult part of animating a human...

...the horror itself...

...The Walk Cycle... 😱

Walk-Breakdown.gif

- hand-drawn frame by frame

Yes, it is a bit jaggy! And yes! I didn't manage to get the exact feeling we wanted... though we are pretty happy with the outcome, especially since it is the first time I get to make a walk cycle. -Speaking of a real challenge-

Once again, I couldn't have made this without @Nefeli's wonderful work on the rest of the game art!

you carried the visuals for this jam :purple_heart:

:warning: We are still open for suggestions for a name for our main character!! Currently we have Vivian (@thiefviolinist ), Aliisa (@witekwitek) and Hope (@peace-of-cake-games)~ (thank you guyys they are beautiful!) :blue_heart:

Check Led Astray and help us find her a name~!!

If you missed our previous posts you can view them here and here :fallen_leaf:

Animation week - the +1 post

End of the week~ with our last animation breakdowns~

Finally, it's time for the creatures that inhibit the levels of Led Astray

Unfortunately, we managed to finish those little critters half an hour after the submission sooo the original jam version is dwelled by the... MIGHTY EVIL ONIONS :smiling_imp:

Mouse-Breakdown.gif

Batbutt-Breakdown.gif

- Mouse and Batbutt, frame by frame, designed by @nefeli, animated by @virimine

Batbutt

BATBUTT

B A T B U T T

CAUSE IT'S A BAT...... WITH A BUTT.... g e t i t? :')

so funny, yeah i know...

...Aaaand that's why we kept 'Humor' category in Ratings...

definitely not because we forgot to take it out :rofl:

Check out Led Astray to see batbutt and mouse in action! :mouse2: :bat:

and don't forget to rate us h i g h in humor as well... cause n o w y o u k n o w :laughing: he-

If you missed our previous posts you can view them here, here and here :fallen_leaf:

Screenshot Week - post # 01

Hey everyone~ It's been a while~ Hope things run smoothly~ :blush:

In the last week of the voting phase we decided to share some details from the levels of our game, Led Astray

details house.jpg

The amazing background art was done by @nefeli who in such a little time managed to add enough elements to help the house feel.. 'alive' while revealing stuff about the main character's personality, lifestyle and interests.... :fallen_leaf:

details basement.jpg

Did I mention that this was @nefeli's and @jimrodvii's first game jam?? (aaand their first time working on game art!!)

So yeeeah, you did an amazing job, especially for first-timers muahaha! :stuckouttongueclosedeyes:

Thank you for carrying us on Led Astray~! :yellowheart: :purpleheart:

Screenshot Week - post # 02

The unseen work of the programmers

Hellooo fellow jammers~ :fallen_leaf:

*The second post of the 'Screenshot Week' is a bit different from others,

as it won't be about the art of Led Astray but instead about the art of coding~*

details forest.jpg

screenshots from the forest level that I promised to upload, also help this b i g post look friendlier (:

Few days back, we were talking about the comments we got on our page and reading this message from @pulni

became the motivation to create this post...

pulni_sad.jpg

From that point on, I realized while reading comments here and there that it's true! Programmers seem to not get as much noticed as artists and designers do. They generally seem to be getting much less praise... and mostly get noted when something... doesn't work correctly... :sweat_smile: (pooor people :confounded: )

I don't like admitting it.. but i also tend to honor artists and designers more... so to compensate.. I decided to publicly thank our programmers @pulni @lyrcaxis and @bloodystupidviktor :cringy_narrator's_deep_voice: for their remarkable ability to bend :bug: the :bee: elements :beetle: of :ant: coding :spider: in order to complete the difficult task of giving life to Led Astray and so many more!

And to all the programmers out there... we might not talk about it very much but we are indeed secretly cherishing you~! Videogames wouldn't be real without you, so thank you as well!! :blush:

Plz, don't forget to give some love to the brilliant programmers out there too! :greenheart: :yellowheart: :purpleheart: :heart: :blueheart: :yellowheart: :greenheart: :heart: :purpleheart: :blueheart: :greenheart: :yellowheart: :purpleheart: :heart: :blueheart: :yellow_heart: