#visualdev
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josephinecarttanneur · 6 months ago
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*tape recorder sounds*
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mindymortondev · 2 years ago
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This is just a sample of some of the assets I've been generating for the project! I still want to keep tweaking and developing a lot of these. Some of these screen-caps I've shared aren't even up to date anymore (most of them are though, don't worry).
There are some other things I'd really like to experiment with too, like using shaders to help with some of the color work so that I'm not manually coloring 7 different sets of grass and 4 different kinds of Mindy's house and things like that.
I'll continue to go hard on the assets for the last month of this semester. I want to implement more quality-of-life features like PAUSING and a TITLE SCREEN. You know, the basics.
It's crunch time, and who knows what I'll be able to truly get done. I'm already banking on not having the time for features like shooting mechanics and shooting enemies, but that will be okay as long as the visuals and platforming are fun.
With the time limit though, now I get to really buckle down on some of the small and quick features just to get them done. I've already followed this tutorial by Shaun Spalding to implement a quick pause menu!
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I'll likely have to keep these things as simple as possible for now, but they'll do! See you in the next one!
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emilie-rae · 2 years ago
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jkarts · 2 years ago
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Rainy day here reminded me of Lt. Blue. Character concept for babysilkworm.com ⁠ ⁠ ⁠ •⁠ •⁠ •⁠ #conceptart #visualdev #characterdesign #alien #animation #babysilkworm #illustratorsoninstagram #artistsoninstagram #artsanity #artofinstagram #proartists #artstagram #artistsdrop #spotlightonartists #artmagazine #sharingart #artistic_share #artofdrawingg #instadrawing https://www.instagram.com/p/Clb1Rflp3aQ/?igshid=NGJjMDIxMWI=
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juleszzz · 1 year ago
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Welcome to Hell Erebus
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lunaartgallery · 4 years ago
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It’s yer boi, ready to kick ass and probably break a nail.
——– Patreon: [patreon.com/lunaartgallery] Twitter: [@LunaArt_Gallery] Instagram: [@lunaartgallerys]
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kayarinn · 4 years ago
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A little somthing I've been working on... 🎪
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ilaria-campana · 4 years ago
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Captain Hook
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sketchedbyjuilee · 4 years ago
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Trying to get back to my practice sessions. Painted this one from a F.R.I.E.N.D.S scene I was watching last night!
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josephinecarttanneur · 5 months ago
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mindymortondev · 2 years ago
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Code and Sprite Sizes
Originally written on January 12, 2023.
So, getting into it, I’ve been following along with this tutorial to start by Shaun Spalding for Game Maker Studio 2.  I’ve been attempting to follow as thoroughly as possible so far and try to understand why every line of code is typed, or at least what purpose it serves.  I’m not skilled enough to interpret his code and make it more efficient.
Examples of my code and the comments I’m leaving:
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Leaving these comments helps me break down the things I don’t understand about the code so I can come back and study it later while I’m still confused.  For example, in these pictures, I was confused why he had typed “+hsp” on line 46 and other similar lines.  The explanation is visible in the code (lines 61-68) but before I was able to explain what I was thinking, I actually broke it down visually.
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This helped me properly understand why the code was there at all and realize how essential it was since the video didn’t explain this part so thoroughly.  Basically, adding the hsp variable to the “place_meeting” function will shift the player’s hit box over by however many pixels hsp is worth.  This is important because collision is not two objects touching each other, but rather two objects overlapping.  Once you hit a wall, hsp will reset to zero, and the player hitbox will no longer be overlapping.  Tadaaa!  No getting stuck in walls!
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This is another example I drew of code from lines 48 to 57 in order to understand it better.
Now that I have some bare minimum essential movements, the next thing I want to work on is the videogame sprites.  This video by GDQuest suggests drawing the sprites at twice the intended resolution.  So essentially I will be drawing in 4k for a game that’s 1080p.  I’m starting to assume that deciding the resolution now is less important.  As long as I have a target resolution and detailed assets, I can scale everything accordingly later on.
So how big do I make the sprites?  Well, I know the required resolution is 4k but that’s the entire screen.  The sprite will inevitably be smaller than that.  Basically, I don’t have a guide for proportions for the character.  I suppose larger is better than smaller though so making the character larger than intended now means I can downscale it in photoshop later if need be.
To help decide on a general idea for the scale, I’ve taken 3 games that are similar to the kind of game I want and did some basic mathematics to come up with a base size that I could scale around in.  I also don’t have my iPad with me in class today so I can’t experiment on my own.  I’m basically just killing some time.
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With this information, that means the average percentage of screen that the character sprite takes up by area is 2.29%, which means if we’re working at a 4k ratio of 3840 x 2160 pixels, our sprite should be roughly 436 pixels in length and width at minimum.  I might consider bumping it by 50 pixels or so to have extra leeway.  The sprites tend to not fill in 100% of their canvas space, and I can define my hitboxes in the program so it shouldn’t be an issue.
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I think this math is generally valuable since these 3 games I selected are big budget titles from big time video game companies.  The consistency between all 3 games having characters that only take up about 2.29% of their screen is for good reason—which is so the character isn't too small that it's hard to see the character, but not so big you can’t see the rest of the screen.  This can be a common flaw in this genre of video game that new developers can face.
With that figured out, now I can start moving on to animating sprites!
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jbmongestudio · 4 years ago
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Make your *witches* come true!! 🐱🎃 Design I did few years ago for #sonypicturesanimation . The movie never came out but still have lots of tenderness and love for that project #sonypictures #changelling #blackcatsofinstagram #witchesofinstagram #characterdesign #visualdev #arthurrackham #treewitch #witchsister #kittens #blackcats #31stofoctober #halloween #halloweenday (à Wentworth-Nord) https://www.instagram.com/p/CHBZAvjDn4m/?igshid=39ykevs140q8
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lightgreyartgallery · 4 years ago
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20 minutes left to back World Roulette on Kickstarter!
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Click here: https://www.kickstarter.com/projects/worldroulette/world-roulette-150-worlds-art-book-and-worldbuilding-guide/description
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waikikired · 4 years ago
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Background painting for a personal project
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lunaartgallery · 5 years ago
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One of Eden’s angels Death. For his odd appearance he was generally outcasted from the other angels and tends to be alone. Death is known to be Eden’s favorite though he doesn’t enjoy her presence like the others. He later finds comfort in the embrace of Lilith, a sinful demon working for Beelzebub. Garden of Eden is a surrealist concept revolving around the sexuality of Demons, Angels and Gods. ——– Patreon: [patreon.com/lunaartgallery] Twitter: [@LunaArt_Gallery] Instagram: [@lunaartgallerys]
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lafetaylor · 5 years ago
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#lafespaceart #art #character #characterdesign #visualdev #visdev #visualdevelopment #drawing #quicksketch #sketch #fun #illustration #timelapse #alaylaysavana #oc #drawthisinyourstyle https://www.instagram.com/p/B4ilRIIjf32/?igshid=1npgjvo1lkd12
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