040 // I am not dead. Just lazy.
Ed.Note: I am not going to lie to you. I recently started a Twitter account and it has been taking up a lot of my time and it is easier to maintain than Tumblr, and I became entirely sidetracked with it. I had actually written this post in December of last year, then saved it as a draft intending to get more images ready for it.
I forgot and only remembered now, so here they are!
Again, sorry for the long delay. u_u;
So I have spent the past few months working alternatingly on a project for/with one of my fantastic girlfriends, making art slides for her project called "Skeleton Planet."
These slides have been fun to do, with the mixed challenge/handicap of a four-colour monochrome palette and fixed image size.
Here are some of them:
Admittedly, these art pieces have not taken up too much of my time in contrast to the length of time it has been since my last update. The other work I have been alternating back and forth with have been my original project (derailed months ago by the stupid jaywalking game; both still incomplete), a grid maker tool that should help me lay out doodles for landscapes (finished!) and pixel dailies submissions that tend to take a day or two to make (I will show you those later~).
The work I have done on the original project has centered mainly around a complex set piece in an even larger tile-based map for Opark Forest. The set piece has involved a great deal of animation for a number of materials I have never had to animate (properly) before, namely a canvas tent (in a breezy spot) and leaves on large trees (also in that windy location), and while it has required no new elements in terms of my engine (though a few have required revision), the map editor has so far been updated several times to correct flaws and improve its useability. The creation of the animated elements has been painstaking, though rewarding and I will reveal those later.
Matan kids on an incomplete fort!
Besides that, much of my time has gone to laying tiles and trying to make them look good next to one another. I have made a quick time-lapse thing using ASEprite to show the evolution of a part of this current map, although it is not particularly impressive.
Mazarre Ridge: Work-In-Progress.
There are some colour palette issues in this .gif related to ASEprite’s palette quantizing that I could not avoid and sorry. :s
Now that you have seen it, maybe you would like to know a little about it? This is the 'Mazarre Ridge' area of Opark Forest. It is a rather unstable formation at the edge of Omalla continent's central plains that did not collapse (as the rest of the plains did) during the initial tectonic conditioning of the planet hundreds of years ago. The ridge is rocky and covered in a thin layer of soil created by the leaves and needles of the shrubs and large conifers the grow on top of it. The soil is quite good once you move away from the ridge where the wind prevents it from accumulating for long. There is a large lake not too far away, separating the ridge from the Matan Terraforming Platform. The terrain below the ridge is riddled with narrow caves and swallowholes that join and link together in Nigran Cavern beneath, and these holes are the primary reason why the road connecting Matan to the platform take the much longer route to the east of the lake, and why the area has only a narrow and seldom-used hiking trail connecting it to the town. The wind and steepness do not recommend it, either.
Six years ago, Gustek Radomr constructed a small shack on one of the few stable outcroppings on the edge of the ridge for Celia Roscoe to play in; since then, Celia has expanded it slightly and maintains it to this day. It is quite difficult to reach.
Seedbird, in the woods on Mazarre Ridge.
Anyway, that is all for this update. I will try and be more diligent about adding more to this weblog but realistically, who knows-- I am not good at publicity. u_u;
I have made some new visual effects in the past couple of days. I hope to have a post ready soon, because I realize that it has been entirely too long.
Here is a preview for you: a sort of shattered-funhouse-mirror effect for uneven reflective things!
Garbling a reflection was both harder and easier than I thought it would be.
Incidentally, if you were looking forward to more stupid-jaywalking-game updates, they will slow somewhat, but I would like to continue that project in the future. I just did not want to leave my main project on the back burner for any longer, so I picked it up again.
The most recent thing I worked on for SJG was a code module that allowed me to make road layouts more easily from sets of locations and road-width data, rather than having to work out the carriageways on paper. The next element is other pedestrians, I think!
That is all for now!
Talk to you next time! :y