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.
Most of the animation tool kinks have been worked out. I’ve re-done the animation files for the dynamite and the water-splash effect that will appear when the ninja slides left and right. In the animation files I add in commands to certain frames of animation that say things like “playSound voice1.wav” or “gotoAnim 3″ or “checkDamage” and these trigger functions Derek is writing in the code that will do those things. I think this is the most efficient way to do things, because it means I can do a ton of the work on the art side and we can hard-code as little as possible. Say you have Street Fighter’s Ryu doing an attack. In the anim tool you could define a box over his torso called “HitBox_upper” and a box for his lower body called “HitBox_lower”. At the start of his punch there could be a command called “playSound shout1.wav”. Then during his punch, his fist could gain a box called “DamageBox” and there could be a command called “checkDamage:5″ that compares the object’s DamageBox with the opponent’s upper/lower HitBoxes and if they’re overlapping, take 5 points off their health. This gets pretty elaborate but once the functions for checkDamage etc. are written once, they never have to be touched again so it’s a very agile system…once we get it fully working right!
I’m behind where I want to be with the art right now because I’ve had to redo a lot of the animations to work around the bugs we ran into with the tool, but I’m slowly catching up…As long as I stay a little ahead of Derek’s programming, it’s all good haha
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