Irish pub (week 9)
To start the Irish pub I wanted to get new bricks that I hadn't used before so it looked unique so I started the process that I used before but change the size an shape of some.
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Irish pub (week 9)
To start the Irish pub I wanted to get new bricks that I hadn't used before so it looked unique so I started the process that I used before but change the size an shape of some.
Obstacle (week9)
Billiard was the obstacle I decided to go with as it makes sense in the city and I can use it for the player to jump on but to make it like a living city. I started with just a few orange and white squares in a line.
Then I started adding the poles that hold up the billiard, I made them 3D for depth with different shading as well.
Then I added lines to strengthen the poles to make it stand out more.
Then I duplicated the left side and flipped it horizontally then just and had to move it around till it fit.
Lamppost foreground (week8)
The lamppost is going to be in front of the player to had depth to the game and make the scenery more interesting for when your walking past, I may add a fire hydrant as well.
Continuing the second building (week 8)
The idea for the second building is a big hotel named after the famous Merry Men from Robin Hood. Right now I'm just placing the name and door as well as laying out the background with bricks.
The building felt very empty so I started adding windows to fill up the space but once I did that it still felt like the windows needed something in them to make it looked lived in.
To make the windows looked lived in I added flowers and a fish bowl as in my opinion that's what you find by windows in some hotels.
It still felt like I could have added more so I went ahead and added curtains which I felt was the finishing touch that the window needed.
The downstairs felt a bit bare so I went ahead and went for a longer window so show this was a seating area for people to wait in. Then I added a wooden board across to make it more interesting.
Putting the animation in unity(week 7)
To start I sliced up the coins sprite sheet and placed the front side in the actual scene then opened the animator tab and put the other side in and the side view in and looped the animation so you get what you can see above.
This was how I sliced it, I used the automatic slice tool.
Dmg FX and pick up FX (week 7)
This is the effect you get when you pick up a coin in unity I wanted it to look like the big coin explodes into many different pieces.
This is the dmg effect for when the character is hit by an enemy. The idea is not to make it too big so that it distracts the player from the game but big enough to see.
Bag of money as heath icon (week 7)
I created this after my coin as I was going to use this as the pick and change the coin to the heath icon in the top left but change my mind as I decided to use this as the heath icon in the left of the screen.
Creating heath pick up (week 6)
I though that the coins could have been used as pick ups for points and just an objective but I thought it would have been better used as the heath pick up. I’m hoping to animate it in unity by creating two sides of the coin.
Adding bones and rigging character (week 6)
To start I got a torso bone and adding in the rest of the bones from there this so if the torso moves everything else moves with it. Originally it was going to be more traditional 2d side scroller where you only ever see 1 side of the character but that made compaction with the bow and the animation so I decided to bring out the second leg so you will always see it.
I then had to skin it so the arm moved correctly and did not stretch, I did this by adding more points.
Character split up(Week 5)
So I can animate the character and rig it I needed to split up the different body parts then put them together in unity before adding bones to the character.
Redoing the brick wall (week 5)
I started a similar way to how I did the other wall but instead of doing a small section I did a hole wall that I could scale down and tile. I just used lines for this bit.
I added colour to the different parts using the selection tool and selecting different parts of the wall and there were some tilling isuse I had to fix as I added two parts of the wall together then has to put a line through. To get the black and grey ware and tare marks I used a spot brush and placed them along the lines this was to show it wasn't brand new. For a grey wall I change the saturation levels down.
Putting Title screen in Unity (week 5)
The titles screen had been done for a while so I thought it was best I placed it in the game to see if it fit and looked right which it did so that was good to see. The buttons work as well but I do need to add two more button to the screen.
Creating a light on title screen(week 5)
For this building I wanted it to look like a tourist attraction so to do this I thought it would be best to have big bright lights pointing at it. I used a similar technique to what I used for the targets so I started with a low opacity yellow and built it up.
This is what it looked like when I finished I’m still unsure if I will keep this in as it doesn't really give the effect I wanted to give.
Creating the first brick wall(week 4)
The brick wall is for the buildings you will see in the midground of the game so just behind the player.
To start I had to make a pattern that was similar to a brick wall once I did this with a few lines I then saved it as a preset pattern and added it to a new document and filled that screen. Then I opened a new document and placed a brick wall there then changed it to black and white channels and highlighted the white this was so I could add a noise to it give it that a realistic effect and to stand out.
Then for more off a real effect I went and added a blur on the black lines so again it looked like a real wall from a distance and even close up. I went ahead and change it to grey scale this was so parts of the wall I could make greyer than other parts this will make sense when I add colour. Then it was back to black and white and to add another noise filter then onto colour with a gradient. The greyer parts came out black and the lighter parts were a sort of light grey with hints of orange then the mid colour was orange.
Creating targets for level select (week4)
For the level select it looked a bit bare with just trees and a building in the background so I decided to add some targets as the actual levels so when you hover over them it will bring up an image of the level.
To start I got many different shapes as seen above to try and create a target shape that could exists in a futuristic world. I went for the colour blue as the holograms and generally blue.
This was my second attempt I went for a more circle shape as the first attempt was triangle shaped the problem with this attempt was that even though it looked like a circle shape the lines weren't straight enough for my liken.
after straighten the lines up on the second attempt I started adding a light blue colour in the middle of the squares to create a glow effect I used a low opacity and slowly built it up to get the glow.
This was some research I used to help create the target.
Improving the floor (level 1)
To make it more realistic I started using a brush with gaps looks like moss or mould. This was to create ware and tare. The idea is that the player will stand in the middle of the path and then the road will be below.
Midground for level 1
This was how it started then, with a simple building and a name, the really rough drawings how seats and brick is just so I know where to put things when it comes to adding things to it. The idea is to have a couple off buildings and an ally way in-between them.