Monthly Archives: November 2011
Laziness is what drives progress. You’d think that with all the technology we have around we would all be enjoying endless holidays. Nope.
So, in order to save a few hours of difficult pixel-arting, I am spending a few hours learning how to use Blender to make my sprites. And strangely it’s not going that bad ! I already have a Minecraft creeper that works pretty well, with a cartoony rendering and all. Could 3D be easier than 2D ? Maybe… Probably. Certainly.
Look at the mini green thing above! It doesn’t look like it, but it’s full 3D ; only, it’s rendered with an orthographic camera in order to avoid any persperctive. I like the black outline, but I’m looking for something a bit less dark, more alpha-blended. Proof it’s 3D:
Before trying Blender, I tried the only 3D-designing software I knew: Minecraft. Here, have some screenshots:
Modeling my sprites in minecraft was cool, but animating then was a pain, that’s why I installed Blender.
And, to end the post, here’s the first sprite sheet I drew by hand in 2D myself:
It’s not bad, but it takes WAY too long to draw.
So… I’m going to have fun with Blender a bit more!
Damn, art sucks. I meant to write something about sprite animation for the past few months, and I obviously didn’t.
The good thing is that I already have the code running ! Mostly: still some pbs with frame interpolation.
My problem is that I have to spend hours on Gimp to draw some sprites that are decent enough to make the game appealing. This is killing me…
So, if I feel like it, I’ll try to finish up a sprite sheet this week-end. Baby steps. I’ll do that while everybody else in the Universe is at Minecon.
I live in the Netherlands, but my job sent me to Los Angeles this month. I get to visit Caltech and JPL which is cool. Also, Minecon happens in Las Vegas, and that’s not that far! Problem: I got confirmation for my plane ticket to the US the very day Minecon was sold out. I didn’t want to buy a ticket before being sure I would travel. So here I am, bored to death under the Californian palmtrees, drawing with pixels.
So, next updates, sprites !
If you don’t know the Open Pandora, then here’s a link:
I just received mine yesterday, and so far it seems to work which makes me quite happy. Now, it’s not a plug and play console, and I have a lot to learn in order to make things work.
However, I could easily install Apocalypse Bunny! The Pandora comes with python 2.6. Installing pygame was a one-liner:
sudo opkg install python-pygame
Then I just downloaded a tar.gz of apocalypse bunny and ran it. It runs out of the box ! Of course, the controls aren’t optimized, and it should be toggled to full screen. But it works.
With one drawback: it starts at 10–6 frames per seconds, and after about 20 seconds in the game (when foxes have appeared), it runs at 1 frame per second. This is way, waaaay below the interactivity threshold.
So… I should forget python when developing for the Pandora I think, or at least the way SDL is implemented/bound to python on Pandora. It’s way too slow. Now, what are the alternatives? Java or C#/mono? Sure they’re going to be faster than python but they still run the code in a virtual machine so I’ll run into the same performance problems later. I really, really, really don’t want to bother with C++. What do you guys think?