Welcome

July 14, 2009 at 3:03 pm (Uncategorized)


Projects and Experiences  Overviews of some of the side projects I’ve worked on. 

Graphics Projects

Graphics Projects

Game Projects

Game Projects

Art Projects

Art Projects

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Project: Sherlock – Dev Log 3 (Sprint 8 and Sprint 9)

September 5, 2018 at 6:25 pm (Game Development, Games, Java, JavaScript, Processing, Programming, Video games) (, )


I’ve recently concluded the 8th milestone for my game project. It’s still an untitled game but is codenamed “Sherlock”. I don’t think this milestone is really worth making a full video for, but here is a list of features that were completed.

 

Sprint 8

-New shader effects for displacement and colour desaturization
-New floor detail art (blood pools, etc)
-Important node arrow animation
-Tons of level scripting for interactions as well as room geometry tweaking
-Support for generic, coloured boxes
-Event handler system (triggering scripts when certain things happen)
-Click on item to see description of it
-Lots of new level detail art
-Engine code refactoring

 

Sprint 9

-Music and SFX added!

-Tutorial level added

-Prep work for internal alpha demo (lots of bug fixes, creating the feedback form, and packaging up a working build)

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MS Paint Pixel Art: City of R’lyeh

August 28, 2018 at 9:40 am (Art, Digital Art, MS Paint) (, , , )


I recorded myself using MS Paint to create a 76 pixel by 93 pixel image using a reference picture I found on Google Images. I tried to do it as quickly as possible (took roughly ~30 minutes) and I created a sped-up version of the video that’s 8 minutes long. Here’s an image to show my progress throughout the video as well as a link to the video itself:

 

 

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Project: Sherlock – Dev Log 2 (Sprint 7)

August 25, 2018 at 10:48 am (Game Development, Games, Java, Processing, Programming, Video games) (, , , )


I’ve just posted a pair of videos showing off the new progress from Sprint 7 of the game I’m building in my spare time (progress is slow because I don’t actually have much spare time). Here are the two videos:

 

Some of the notable improvements are as follows:

  • A new anomaly object. This is shown off in the second video; it’s a ripple shader effect that warps whatever is behind it. It’ll be used for some sort of portal later on, or even just some sort of disruption. Not sure yet. I think it looks cool though.
  • Pathfinding added to the path manager. Now you can click on any node and the character will walk the whole path (instead of you having to click on the next adjacent node.
  • New character art added in. Still lots of improvements, but this is a big step.
  • New confirmation window. Asks a yes or no question and performs actions based on what the user selects.
  • New UI revamp. Cleaned up the awful placeholder UI with a nicer looking placeholder UI.
  • Hovering over a location will now highlight it, so it’s more obvious that it’s interactive.
  • Many minor improvements and tweaks to the engine code.

 

 

 

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Project: Sherlock – Dev Log 1

August 18, 2018 at 4:22 pm (Game Development, Games, Graphics, Java, JavaScript, Processing, Programming, Video games) (, , , , )


This is the first dev log for a project I’ve been working on in my spare time for the past little while. What is it: it’s a game. Kind of a cross between Resident Evil (without the combat) and the overworld map from Super Mario 3. It’s built using the game engine I wrote myself several years ago. Here’s a small list of some engine details:

Game Engine Details:

  • 2D-in-3D sprite-based engine. Characters are 2D billboard sprites, while levels are 3D tiles and blocks
  • Physics engine (JBox2D)
  • Scripting engine (JavaScript)
  • Handles and organizes game and render code (Rendering uses Processing, which uses OpenGL and GLSL)
  • Level editor for building the scenes

 

So what have I done so far? Well, I’ve just finished my 6th iteration/milestone, so I’m going to take some time to work on the design and levels of the game before I implement more features (I have a big/growing list of features to work on though). Here is a brief video demo of the flow of the game at this point in time:

Here is a non-exhaustive list of the interesting stuff and features implemented for this project so far:

  • Set up a new game/app that uses my existing engine. Re-used most of my game art, etc. so I could get it together faster
  • Basic mechanics implemented:
    • Rails movement: Click on nodes to walk to that location
    • Actions: Some locations have specific actions the player can take, such as opening a door, taking an item, or searching that location.
    • Condition system: Some locations or actions have conditions (aka you need an item or to have done something). It uses a Mongo-like expression evaluation system.
  • Title screen and level select screen. Basic stuff, but had to be written
  • New game art:
    • New Character art and animation sequences. Still in progress, but right now it at least looks like a dude walking around the levels
    • New isometric pixel art for random objects in the levels. This is so the levels feel more like a world instead of an empty room
  • Task queuing system. Requirement for this type of game. You give the engine some work to do and it’ll do it in order (stuff like “move here, then play sfx, then do something else”)
  • Session auto-save system. Loads your game session when you boot up a level and manages everything you’ve done in the game (inventory, completed tasks, etc)
  • Various minor engine tweaks: Camera zoom, thicker walls, etc
  • Added a handful of levels and added a bunch of objects like wall art, desks, dressers, etc.

 

 

 

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Crafting album: More Dungeon Details

August 18, 2018 at 4:01 pm (acrylic painting, Art, Board games, Foamcore, painting) (, , , )


Here’s some pictures of some more foamcore dungeons props I’ve made this year.

 

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Crafting Project: Miniature Dungeon Details

September 15, 2017 at 2:04 pm (acrylic painting, Foamcore, Games) (, , , , , , , )


For an upcoming Dungeons & Dragons session, I decided it could be neat to build out some reusable miniatures for dungeon details that I could reuse from time to time. I built a treasure chest, a murky pool of water, and a few doors out of foamcore, chipboard, and acrylic paint. I figured it might be interesting for somebody to see roughly how I built them, so I’ll include some of the “work in progress” pictures I took as well.

 

For the doors, I started by cutting a door-shaped piece out of foamcore. I painted the wooden and metal details on it in Liquitex acrylic paint and moved onto the base for them. The base is made of two layers of chipboard (~1-1.5 mm cardboard), but with the top layer carved using a knife. I sliced the cracks for between the tiles in different patterns and then painted it; first a coat of black, and then some drybrushing of different shades of gray/blue-gray. I think I may have gone a bit too far with some of the colouring, but I’m happy enough with it.

Next, the doors are glued into the slotted floor tiles. After a clearcoat spray, they’re ready for action. I should note however that the solvent in the spray ended up melting away the foam; it’s only somewhat ruined, but it’s still a door. I’d suggest brushing on varnish instead, or adding a few coats of acrylic paint or PVA glue to seal it before spraying.

 

For the treasure chest, I started with layers of foamcore (I wanted it to be sturdy). I wrapped it in a casing of chipboard around the sides so I didn’t have to worry about the foamcore edges messing with the texture. Then I painted on the details with acrylic paint.

 

The last component of my project was a pool of murky water. I was initially going to use thinner cardboard for it, but I found that it warped once I started painting it, so I switched back to chipboard. I cut out the raised floor tiles and proceeded to carve it to make it look like tiles. This was probably my favourite part of the piece; it made it feel like each floor tile was worn and chipped away by wear and tear of dungeon action.

For the water surface, I wanted to make it look like it was liquidy, so I used some Liquitex Gloss Heavy Gel to build up the texture. I don’t think it ended up being exactly what I wanted, but at least at a cursory glance, it looks like there is a ripple originating from the center of the pool. I mixed up some shades of dark blue for the water to help make the ripples pop a bit more, and I painted on some gloss varnish to help make it shiny.

 

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Crafting Project: Eldritch Horror Storage Solution (Part 1)

August 28, 2017 at 12:33 pm (Art, Board games, Foamcore, Games, Papercraft) (, , , , )


I own all of the expansions for the board game Eldritch Horror. I really enjoy this game, however, it is very cumbersome to set up and tear down this game, especially if you want to use the expansions (I previously have kept each of them separate so I could enjoy each one’s additions). I finally had some time to work on designing my own storage solution that fits into the original game’s box (The provided boxes are horrible for storing the game content).

SOME of the game content that needs to be stored

My plan was to be able to play the game out of the box. The core box would hold the majority of the game content while 1-2 of the big box expansions would hold the additional stuff like the Ancient One decks and Mythos cards (things that aren’t all used in every playthrough, etc). I’m still not done with this project, but I’ve made two substantial components, and I have designs for more stuff.

The first component is a card channel to hold the mini-cards in the game (spells, items, artifacts, etc). I didn’t really want this as a solution and the first designs were to build individual boxes with lids, but the amount of work would have been staggering to make a professional-looking set of boxes with graphics wrap using linen-finish paper. I opted for an easier route, but I made sure each type of card had its own section (as opposed to using loose cardboard dividers, which means the whole thing can fall over if you take the cards out, etc). I estimated how much room would be needed for additional expansions using a calculation of how much each previous expansion took (3 cards = roughly 1mm).

EDIT: Some measurements. I used 5mm foamcore and ~2mm thick chipboard for the dividers.

Total insert dimensions: 286mm x 80mm

Cuts for the divider cards are 2mm and go down about 23mm. I didn’t actually glue them in as they had a snug fit. The spacing of the cuts are [roughly] as follows (measured from the inside of the larger box; basically minus 10mm for both ends). Also, keep in mind the sections are rearranged so the larger ones are on the outsides.

Section (assets/artifacts): 75mm

Section (conditions): 74

Section (unique assets): 67mm

Section (spells): 51mm

 

The next component to build was a box for the game tokens. I’ve seen other people make trays out of foamcore, but I didn’t like the idea of having everything be loose without a lid. The last time I moved, I found that many of my boardgames ended up on their side or upside down in their moving boxes. I’d hate to have to sort through everything all over again. I originally wanted a professional-looking box with list that would be graphics wrapped (possibly with a neodymium magnet in place), but again, I opted for something a bit more simple to make the scope smaller (after all, I’d like to eventually play this game and not be forever working on box inserts).

I decided on making small open-topped boxes out of ~1mm cardboard and then building a casing base and lid. I ended up not gluing these micro-boxes into the casing yet since I may still try to do a graphics wrap on them. I still need to figure out a good process to do the image work, and I’m not sure if there is enough clearance for it. The lid slides on top of it all and the whole component box can be removed.

NOTE: I opted to keep the clues out of this box. I want to make a separate one so I can shake it and mix the tokens up for randomized drawing. I also didn’t add the “general” tokens. This component box fits like an “L” shape to the mini-cards section right now. I’ll add another box for the general pieces most likely or just keep them in a baggie. They are a bit larger and harder to organize.

EDIT: I was asked to provide some measurements. I’d need to clean up my schematics to get rid of the design notes, etc. but I figured I can provide some basics. Keep in mind these are the measurements I used, but could be off by a milimeter or two (based on cuts, measurement precision, and how the pieces are assembled; the cardboard is ~1mm after all)

1x Large Component Box (outer box that holds inner boxes): 199mm x 82mm x ~47mm (total height). The bottom height is 20mm and the lid’s height is 27mm.

3x Component box 1 (larger one): 80mm x 43mm x 45mm (height). Open topped

3x Component box 2 (smaller one): 65mm x 25mm x 45mm (height). Open topped. These go in a group of 3, rotated 90 degrees. They could be wider as well; I apparently did bad math or something.

 

 

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Crafting Project: Heroes of Normandie component boxes

August 28, 2017 at 12:13 pm (Art, Board games, Games, Papercraft) (, , , )


I’ve recently purchased a bunch of content for the boardgame/wargame Heroes of Normandie. My wife and I really enjoyed playing this game, but it has a lot of components that all need to be organized if you want any chance of finding anything. Each platoon in the game is represented by a large tile and each squad is another smaller tile. Each squad tile has to be kept with the platoon as well as any platoon-specific vehicles or equipment.

I decided to make a series of cardboard boxes that have the platoon markings on them to keep everything organized. The company that makes the game also has a similar thing, however, it is unreasonably expensive to have it shipped to North America. I made my own.

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Crafting project: Pop-up Terrain

August 28, 2017 at 12:04 pm (Art, Foamcore, Papercraft) (, , , , , )


Pop-up Terrain

A few years ago I bought into a Kickstarter that was designing pop-up terrain for roleplaying games. I picked a small building out of this set so I could put it together in a short period of time. A few things in the instructions were a bit iffy, but I completed it (with a couple minor issues). The base is glued to foamcore, while the rest was printed off on cardstock paper.

 

 

 

 

 

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Added labels to Arkham Horror card dividers

July 13, 2017 at 12:47 pm (Board games, Foamcore, Games) (, , , )


I finally bought a printer to make labels for my Arkham Horror: LCG custom dividers! I decided against using some of the full colour ones people have posted on boardgamegeek to avoid draining my printer’s ink carts. I’m mostly just happy that it will speed up my set-up time for this game. Also, many thanks to Scorpion0x17 on BGG for his work on the scenario icons. I’m missing most of the newer packs because he’s busy, but I’d have to roll my own if it weren’t for him.

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