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.
I figure throwing-stars, fire arrows, and explosives will be enough for harmful objects… but to balance them out, I need some helpful objects. The player doesn’t have any hit-points, he gets 3 lives and loses one each time he’s hit… so I figure I’ll have something that restores one life, restores all 3 lives, and I’m thinking about doing a “speed scroll” that slows the rest of the game down but keeps the player moving at normal speed Matrix-style for a few seconds. Haven’t decided on that last one, the animations will probably get pretty choppy looking if I slow things down but I’ll probably test out how it looks visually.
So the rice ball gives you one life back, and the sushi box gives you all 3 lives back. Both of these are 3d objects because even though I could’ve gotten away with just shrinking a riceball drawing the whole way, I wanted to have it rotating all stylish haha Might even have grains of rice flying off as it goes. I was originally going to have chopsticks flipping around with the sushi but I think it’ll take too much extra space (big .PNG files for them) for something that might just look annoying in the end.
I’ve tried to keep these things all colored differently and appearing in the foreground for an extra frame or two more than the speed they travel the rest of the way at so you have a split second to recognize the color/shape… So Riceball is white, sushi is brown/white, throwing-stars are blue, fire arrows will be yellow/orange, dynamite is red, and if I make a scroll it’ll probably be gold/white.
I toyed with having helpful objects glow one color and dangerous objects glow a different color, but red is the worst color in the universe for glowing. Something about it just makes it’s glowing always look ugly and dark instead of bright and flashy like blues, greens, or yellows. If you brighten it up it becomes a neon pink or pink-orange glow instead of red. And logically you’d expect dangeorus objects to glow red, not like, bright happy blue. So then I’d end up with dangerous objects blue and helpful objects like, green… and I don’t know, it just doesn’t seem logical. Besides, if I add fire to the arrow, it’d be odd to have the arrow glow. Just something that went through my mind as I was going!
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