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.
So there’s been some problems with the animation tool from the start. Something to do with the initial keyframe, it was basically requiring all the art to be unkeyframed (so everything at 100% Scale, 100% Opacity, etc.) on the first frame so that it has something to interpolate between from the first frame and the second frame (where the settings for the art would be 0% Opacities and weird Scales, etc.). We’ve been duct-taping around the problem and it was working for the most part, but we got it narrowed down to one impossible bug where if we didn’t show the first frame, it couldn’t interpolate, but if we showed the first frame, you get all the art blinking on-screen for a split second.