Wednesday, 25 March 2015

FMP 23-25/03/2015

FMP 23/03/2015

today we was tasked with completing our animations and exporting our assets into gamemaker, due to a problem i may have to rethink the losing pose. flash sometimes goes into a fatal error and crashes, this puts my production of animation behind a little if this continues to happen.
since my version of Fitz's face was the only one different to the others i have to use a team member's version of the face, and i have to resize it a little.
here is the before and after shot
before:
you can see that he has an unhappy face

after:
you can see that now he has a more angrier face

also it turns out the old colours was the right colours so i now have to use the old colours for future animations


FMP 24/03/2015
today I re-worked on the losing pose and instead of the idea of making him cry (since his arms were to short) I made him have sort of a hissy fit action
here is the final product:






FMP 25/03/2015
today I started to make my animations into files to use for gamemaker, I had an issue with making the layers into a movie clip, thanks to a website I managed to find some sort of fix


here are the steps:
  1. on your main time line select all of the layers that you want to be in your new movie clip
  2. right click anywhere on the timeline and select 'copy frames'
  3. go to the 'insert' menu and select 'new symbol'
  4. select 'movie clip' then hit 'ok'
  5. right click on the first frame of the new movie clip and select 'paste frames'
  6. that should do it. go back to the main stage, the new movie clip will now be in your library. You can delete all the old layers from the stage if you want.

Wednesday, 18 March 2015

16-18/03/2015

16th
today i made the jumping animation just to test the bone tool


FMP 17/03/2015
today our class was told to keep a consistency of colours, so to make sure that all our Fitz models was right we checked that we had the same colours, I had the wrong colours so I changed the RGB values to theirs and moved the sliders to make sure the colours was the same as theirs, as 3 parts of the body had the gradient going a different way to the others.

we also was given the roles of making the different poses
me - victory and defeat pose
paige -
jake - blocking and hurt


here are pictures for comparison
old colours:

new colours:
as you can see the greens have gotten lighter and the gradient is in the right places


FMP 18/03/2015
today I finished making the wining animation, this is how it looks so far

Insert picture

Our team member jake hadn't come in again because he is ill, because of this there has been a lack of communication as only me and Paige are communicating, also Paige had done the attack pose

Wednesday, 11 March 2015

09-11/03/2015

FMP 09/03/2015
today I was making the rest of the character making it ready for animating as well as giving it some color, so far this is what the character looks like, I used a gradient to make the colors of the characters body




FMP 10/03/2015
today I quickly made some small changes to my character making sure that all the body parts would be right for animating, so far this is the design I have of our character. many of the changes included the belly being an separate part, the part connecting the bulb to the body is more thicker and compressed it a bit as well as changing the arms a little so when they are animated then it wouldn't look as bad. also I arranged the body parts into the appropriate layers so they would look more better and you wouldn't see the points sticking out (also just to state the mouth only looks like that temporarily, I will make a better look for it one I have done some animating).

now I am onto the animation stage, so far I have imported our character into flash an is now ready for animating


FMP 11/03/2015
today we started to do some basic animating and made our characters body parts move. so far I played around with the bone tool and made our characters arms and legs move.

Wednesday, 4 March 2015

FMP 02-04/03/2015

FMP 02/03/2015
today we were making the user interface as well as talking about the different types of HUDs

types of HUDs
diegetic HUD
a diegetic HUD is a HUD that exists within the game world, this means that players can interact with it in some kind of way. An example of this kind of HUD is Dead Space, the HUD is a projection in front of the players model allowing them to interact with it.

non-diegetic HUD
a non-diegetic HUD is a HUD that separates itself from the fiction and geometry and can adopt its own visual treatment. an example of this HUD is mass effect 3, the HUD sits on the 2D plane and the character isn't aware of the HUD unlike Dead Space where both the character and player can see the HUD

meta HUD
a meta HUD is a HUD that doesn't fit within the geometry of the game world so it instead sits on the 2D plane. an example of this is call of duty's blood splatter, this is used to indicate the amount of health the player has. it basically breaks the 4th wall

spatial
the spatial HUD is a HUD which breaks the narrative in order to give more information, but spatial HUDs manage to sit in the games geometry to help immerse the player. An example of this type of HUD is splinter cell conviction, in the beginning the player gets informed about what to do, but the main protagonist is unable to see this information


Website used to gain this information
http://www.thewanderlust.net/2010/03/29/user-interface-design-in-video-games/

from this picture that was from the website you can see that each HUD is either immersed in the game world, the games narrative, both or even none of them. each games HUD will either be different of the same as many other games, each maybe having something unique about them like metro 2033's watch and fallouts pip-boys

FMP 03/03/2015
today I finished my design for my title screen interface
this is the design that I had made
what I was going for was the starry background with the title having a moving rainbow glow, the stars are there to signify which option is selected, unlike most games where the option you are going to select has a glow around it. the main selections will have sub-menus like in most games, e.g. if you select single player then players can choose to do tournament or arcade mode.
I created the titles using title creation websites, I looked through the various choices and made a couple of various ones to see which one would suit the background

how does user interface enhance the user experience?
the user interface enhances the user experience by helping players understand. people may like different types of HUDs, people may go for the non-diegetic HUD where they can see what's going on such as health levels, mana and abilities, or maybe people may go for the Diegetic HUD where they can feel more immersed with the game and its story where they can use the HUD to progress through the game. All of this is peoples different opinions but one thing is for certain and that is that all players will be using the hud in some kind of way

links used to create the various titles (also some of the selections are on both sites)
http://www.flamingtext.co.uk/All-Logos
http://cooltext.com/

FMP 04/03/2015
today in FMP we was making sure that we would have all our work before our set deadline, there are a few things we have to do.

list of things to be handed in
  • illustrator - crest and character
  • 3d environment
  • render
  • dialog, sound and script
  • user interface
  • blog
  • action plan
things to complete
  • crest - colors
  • character - rework of the body parts
  • environment - textures, making sure the animation works properly, connecting them all together
  • sound - got the recording equipment booked and just need to do the voices
  • blog - make sure its up to date and continue to do it
  • action plan - need to start