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Final Outcome!
Visual Outcome Presentation!
Here is my Final Outcome for my game and project as a whole and I'm very happy and pleased with this outcome, however I'm disappointed the I couldn't get my Jump and Death animation working which would have made this outcome better as well as not having a background which is what I wanted to implement last but I don't think I have anymore time to fit this in. Overall even with these issues and ups and downs I'm still grateful to have completed this project and I'm happy that I chose this prototpye in comparison to the others. The feedback that I got earlier has also really helped me within my decision makings as well as inspirations for this project as a whole. Lastly I think that this is one of my better outcomes in comparison to my other projects and I felt much more confident within this project compared to the other ones.
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SMART Target 3! (Implementing)
Changes!
These are the changes that I have made to this Run animation where all I have done is just change the speed of the animation to 0.2 from 0.5 which now makes the animation much faster and smoother. Here is what it looks like in game! This outcome works well and I'm hoping that this helps fix the issues that people were experiencing during playtesting and the animation now looks much smoother. I feel as though this is now completed.
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SMART Target 2! (Implementing)
Obstacles!
This is me completing my 2nd SMART Target which was to make sprites for the obstacles which I have successfully implemented into my game. This outcome has gone well while fulfilling this goal overall and making the game more playable visually and aligns with my goals and what I wanted to have within this project.
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Problems!
I have 2 problems with 2 animations which are my Jump animation for my character and my Death animation for my enemy where I can't seem to get either of them to work and I have researched quite a lot on forums and even Unreals official site and have not been able to sort these out. I feel as though the Death animation is less important than the Jump as when the player dies the game just ends but I did still want to get this working as I'm really pleased with the animation that I made for this.
In the end I have chosen to just not worry about either of these problems and just focus on things that I could get done instead. I also tried for quite a while like almost 2-3 days trying to get this working and I couldn't, I also didn't want to lose anymore time on development so I chose to just ditch these to issues and move on. Lastly I tried coding for quite a while to get both sorted and kept experimenting for a while and then gave up on both of these things. I even tried looking back on the very first brief back in year 1 to see if that would work and this still didn't.
Here is some of what I tried when experimenting with the code, I don't have all the code that I tired as I deleted it a while ago when I gave up on this but this is most of everything that I had a go at.
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UI!
DeathScreen!
This is my finished DeathScreen for my game with artwork. I chose to use the same font that I used for the HUD to keep a sense of familiarity and consistancy. The colours that I used were green and red mainly for the play again and quit buttons as I felt as though these were simple colours and also fit the theme that I've been going for.
I did have a problem though where for some reason the quit game button doesn't go in the center in game when I put it there in the editor so unfortunately I have to move it along a bit. I have tried fixing this over the course of the project but have come unsuccessful. I'm still happy that it is in the center in game though either way.
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UI!
HUD!
Here is the changes I have made to my HUD where I have decided to change and add some nice colours in which I felt fit my games colours and themes while having a pixel art text font to go along with this. I found this font on Dafont.com and I believe that this goes really well within my game. This was really simple and easy to do once I remembered how to do this as it has been a while since I've done this, while looking great in my opinion.
This is the outcome of my HUD in game and I think this works incredibly while the colours are combined together with my art style.
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Floor Material!
This is my floor material made within Photoshop where I chose to make a nice green floor with a mud design underneath to give off a nice greenery theme which is what I was going for meanwhile being inspired by nature and games with open world and colourful thematic styles included with them.
This is my material creation within Unreal Engine where i have turned the texture into a material which was quite simple and then changing the material to this. I really enjoyed making this within Photoshop while I also had fun importing this into Unreal and adapting it to fit my intentions for it. This automatically changes it for the other Randtiles too as I'm changing it on the Parent the MasterTile.
This is the outcome of how the material looks in game and this is exactly what I had envisioned for how I wanted it to look in game and fits my overall goals and themes that I wanted to achieve for this project.
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Changing Everything To My Artwork!
Coin Collectable!
Here is my Coin collectible in my game and I'm also very pleased with this outcome as this works how I want it to where for every 3 coins collected the score multiplier goes up by 1. The Idle animation for this works really well while disappearing how I wanted it to. This is also the same for my other flipbooks with making sure things like the mesh is hidden in game while changing and adding the flipbook in.
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Changing Everything To My Artwork!
Enemy!
This is the case for all of the other Randtiles where I have also hidden the obstacle in game and added in my paper flipbook animation for my enemy.
Randtile 4 however I have decided to also add my enemy to the barrier that the player can jump over instead of making another enemy or something else that I didn't want to lose time for so I just made it smaller than the other obstacle. Here is also the outcome of my enemies and I'm very happy with how this works as well as how the Idle animation looks within the game and I think that this is what I was going for.
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Changing Everything To My Artwork!
Character!
Here is my Run animation working in game and this works exactly how I wanted it to. I have also made sure that the character mesh is hidden in game so that it doesn't show as well as my animation flipbook.
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Importing In UE!
Here is everything imported into Unreal Engine for my game where I have created paper flipbooks for my animations. This has worked and has gone well while I have changed all the animation speeds to 5 seconds. I now need to change everything to my artwork.
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Sprite Sheet!
Here is my 2D Pixel Art Sprite Sheet for my game that I will be importing. This involves all of my animations for my game and I'm proud of all of these animations and sprites that I have made. At first I didn't have my Idle animation on here as that was made after I had created my sprite sheet so I just had to add it at a later point in time. Everything is 32 by 32 bits and I feel as though this was the right choice for me overall as I think 64 would've been to big and 16 or lower would have been too small for me too.
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Bomb Enemy Idle Animation!
Here is my Idle animation for my bomb enemy where I chose to just make a simple flashing animation with the bomb changing colours and I used an idea of mine to reverse the colours from the inside and outside for the palette. I really like this animation and I think this went well for an outcome meanwhile I chose to make this after I had made my death animation and forgot to make this as I forgot that in game the enemy would look quite boring without an idle animation at least.
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Bomb Enemy Colour Changes!
Here are some colour changes that I have made to my enemy which I was thinking of doing earlier but hadn't fully decided. For these colours I have chosen a combination of red and the reasoning behind this is I felt as though green didn't match my other artwork such as my character as well as the green not fitting in with the explosion colours either. I much prefer this colour pallet in comparison to the other one and I'd rather have this in Unreal and I think that this will look a lot better than the green colours.
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Bomb Enemy Death Animation!
Here is my bomb animation for which I have chosen to create a long animation with lots of frames as I felt as though this would be much easier for me and more straight forward. I'm very pleased with this outcome of the animation although I do believe that this could be further improved on with the fire part of the animation so that it could be more crisp and smooth but I'm really happy with how this has turned out.
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Bomb Enemy Features + Colour!
This is my colour design for this enemy where I have decided to go with a blend of green as this caught my eye and although this is different from my character in terms of thematic colours as they aren't similar in colour design and I may change this if this becomes a problem or if some people don't like it when they give me feedback. I'm still happy with this design overall and I now want to make an animation which will explode the bomb for when the character hits the object in Unreal.
Inspiration!
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Bomb Enemy Outline!
This is my outline for my enemy where I have decided to make a bomb with a simple shape design heavily inspired by ones that I looked at on Pinterest. This is different from the inspirations that I first looked at due to me not finding what I actually wanted to make for my enemy but I then had an idea that I really liked which was this and I decided to go with it as I was struggling for ideas even with many inspirations. I'm happy with this outline and how this has gone and I think that I will stick with this outline.
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