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August 2, 2014

Made legs a bit shorter and refined various parts. All body plates now have some way of attaching to the skeleton.

At the moment this conceptual kit consists of about 98 parts. Click image for full size.

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July 28, 2014

Reworked the entire body. Made skeleton slightly more complex for increased articulation but still trying to keep it simple. Nothing is really set at the moment. The design can change drastically if I get a better idea. Next I need to figure out how the arm and leg plates attach.

This is meant to be a kit. I’m designing the parts with plastic injection casting in mind, where the mold allows no overlapping.

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July 26, 2014

Work in progress.
Developing an idea of a stylized robot action figure which is also a model kit, with a simplistic design allowing for customization on the user end.


July 12, 2014

Got started on some kind of shadow system. Currently only static shadow meshes with vertex colors are extruded from platform edges that are facing away from the “sun”. They are rendered as a separate image to be blended together with the rest of the level through a shader. Also made a depth pass which from now on controls how much fog color to apply.

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July 10, 2014

A quick one. Finally managed to get the layer scrolling to work properly. The effect now resembles perspective with a vanishing point at the center of the window.

I used a similar method to the one demonstrated in this tutorial.
LINK

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July 6, 2014

The current state of my “game” project.

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July 5, 2014

Struggling a bit with this one, but it’s coming along. Also made an alternate idle animation that loops when the character just made an attack.

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July 3, 2014

Also been working on the animation system to allow for rectangular frames so next up will be to attempt a decent sword-swing animation.

These are the cycles for running, idle and the jump, mid air and land sequences (combined in the third image).

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June 30, 2014

This will be a playable character for my game project, at least for the time being. I’m in the process of cutting it into pieces for animation.


June 28, 2014

Started this model back in the winter of 2013. Dug it up again, made some modifications and experimented with making a nice and simple render/composite setup in Blender. This particular model will probably not get finished. It’s more about exploring workflow and design.

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June 8, 2014

Made a new template character for the purpose of figuring out how I should construct the actual character asset, like how the parts should be split up, orientation etc.

Also made a new recording.

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June 1, 2014

More progress on level graphics. Implemented shape bevels and platforms that interact with the lighting. Also added a global directional light.

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May 31, 2014

More progress on level graphics. Wrote a shader that supports point lights and calculates lighting according to provided normal map.

This tutorial helped me a lot in achieving this.
https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson6#VectorsNormals

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May 26, 2014

Animating by cutting up the character into parts. Works quite well so far I think.


May 23, 2014

Since the Comicon challenge my focus has mostly turned back to coding. A couple of weeks back I picked up a 2D engine (or framework as the developers call it) called LÖVE or Love2d. It’s quite lightweight, minimal and easy to work with, so no surprise that I like it a lot.
Specifically I’m building my own gameplay systems “from scratch”, like collision detection/handling , basic platforming physics and level generation. Lots of problem-solving and reviving old math knowledge I thought I had long lost.
For all the coding a big part of this project involves character animation in 2d, something I’ve been interested to get into for a while.

Here’s how things look so far.

To find out more about Love2d.
http://love2d.org/

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April 21, 2014

Just a sketch of an evil-looking pirate.