Jeff Hangartner, the founder of the gaming start-up, Bulletproof Outlaws has been a professional developer of games over the last half a decade. Creator of Pixelation, the 1st Pixel Art Forum and also originator of the Pixel tutorials which have been published in the form of a book. Jeff has always been a pioneer of the gaming industry.
CG Today is proud to present Jeff’s exploration as he shares the whole process of creating a start-up right from day 1. With the belief that gaming development is coming back to its original “one programmer in the basement roots” idea, Bulletproof Outlaws is chronicling every step of its start-up process from strategies, to marketing, setting goals and outsourcing, successes and failures. The aim is to help other developers who have ideas but are intimidated by the whole start-up process and are not sure how to go about it.
You can visit his website Bulletproof Outlaws to know more about him or send an email to get connected.
Got the arrow going. I figured the perspective would be a pain, so I rendered it in 3d with cel-shading and then picked out the necessary frames for the effect. I was actually planning to have it just go straight upward, but the arc gives you a split second longer to dodge it, which I think will be good from a gameplay perspective. Each object will have a few different speed levels so the slow version of this should be easy to dodge:
I want to have a fire trail streaming from the back of it, but I haven’t figured out how I’ll do that yet. Easiest way would just be leaving a bunch of single-flame bursts behind it as it travels but I don’t know how many sprites I can push around on-screen without various devices blowing up so I’m hesitant to go that route. The arrow looks boring without any effects on it though, especially compared to the glow throwing-star haha
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