The Importance Of Communication…

Over the last few weeks, I’ve had the pleasure of communicating with different people, both supporters and nay-sayers about my hand-drawn indie game “James – Journey of Existence.” Both with Kickstarter and this blog, among other social media sites, I’ve tried to post updates and respond to everyone. However, it has happened often with both sides that they would completely miss important information I’ve posted when writing a comment.

This has quickly become my biggest pet-peeve: making a comment before actually reading an article. This is very common, especially on video game news sites where the fanbase is as “passionate” as they are. I don’t mind too much if the comment is nice, where I would then kindly repeat what I’ve said elsewhere. But more than once, people have poo-pooed “James – Journey of Existence” and used examples to help back their claim.

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New Demo for “James – Journey of Existence”

New demo for “James – Journey of Existence” uploaded. Made as a offline build, to let you experience to full quality of the game.

Click here for a Windows build.

Click here for a Mac build.

Click here for a Linux build.

Click here for installation instructions.

( I haven’t tested this thoroughly on different systems, and haven’t tested at all on Mac or Linux computers. Please comment below to let me know if it works on your machine, and your thoughts of the game overall.)

Traditional Animation in a 3D Game: How and Why

As anyone who has read my posts so far would know, I am working on a hand-drawn 3D game, the first of its kind. You may be curious on how such a endevaor was started, so I give a post here to explain that. Otherwise, feel free to click here to check out that game project in greater detail.

I love animation. All types of it. It makes me wonder why we use live-action footage at all for filmmaking, as it feels cheap in comparison. Animation requires a true artist to create everything entirely from scratch (not that I’m trying to put down live-action directors, the two mediums just involve different artisitc qualities). Taking the time to make something come to life, frame by frame by frame… I can’t help but admire the hard work that goes into it.

I love games in a similar manner. Here, not only is something coming to life in front of you, but you as a player are in control of that life. It’s hugely rewarding. Being a fan of animation, I eventually noticed that hand-drawn, traditional animation wasn’t being used as much anymore in the mid 2000’s for film; instead we got several computer-animated films each year, most of which were either bad or very forgettable at the time. If for no other reason, the excess of computer animation made the medium as a whole not worth what it used to be.

And so, I wondered… was there a way to make games with traditional animation? Of course, 2D games do this already, and do it especially well now, but what about 3D games? Sure, 3D graphics and models have made their way in 2D games (usually to great effect), but why not the other way around? At the very least, why haven’t we come up with a way to make computer animation mimic traditional animation to acheive this effect?

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Project James – Hand Drawn 3D Game (level update)

No matter how hard I try, I find it hard to stay away from working on this…

Those of you who read my blog know I am working on a 3D game where the characters are entirely hand-drawn. Previously, the background was kind of unfinished, but here’s some screenshots of the new introduction level (still not entirely finished, but that’s mostly what I’m going for):

 

Hand-Drawn 3d game update

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Sprite Lamp – Some Smart Guys From Australia

I don’t normally talk about what other people are doing. This is a site dedicated to Dust Scratch Games after all, and I am a rather selfish fellow. But sometimes, something comes up that just knocks my socks off.

Here is a group of guys from rural Australia who are working on something called “Sprite Lamp“, a dynamic 2D-lighting mapping tool for game development. It doesn’t sound like much… why not just have a point light in your environment and move it to where you want light to be? Well, with 2D art and 2D planes, that light gets reflected the same for the entire sprite, and it appears this new tool offers a way to define the effect light has from certain positions on a sprite. The result is some incredibly detailed art, making 2D pixel art look new again.

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