Author: Cage (Page 3 of 3)

Research & development

Hello! New supplementary tutorial is up – Introduction to blending modes

Why research? Well, I’m doing some research for my future-coming general tutorials as well as getting acquainted with free graphics software. I’d like to make the tutorials more accessible, I’m struggling a bit with lack of many features, but I’ve barely started. Remember that limitations keep creativity up! ;)

For the development part, Monstro: Battle Tactics has a new site, with a release countdown, and will serve as an information site and a source of download/purchase. This is a first large indie release I’ve took part in, so I’m thrilled! Be sure to check out the game once it’s out!

I’m also working on a map release for Duke Nukem 3d, I’m aiming to release in January (hopefully early, as a New Year’s release ;)). I’ve already broken the old limits, so the map will require Eduke32, it should also work with the recent Megaton Edition. I’m not Gambini or Pascal, so don’t expect anything revolutionary, but it should be decent enough. Duke aside, I plan on reorganizing the tutorials as post instead of pages and the menu as well, so I guess this counts as development too!

Most likely I’ll be too busy (or lazy) for a separate new year’s eve post, so have it now: Happy new year! I hope it will be full of creativity, accomplishments and joy, both for you and me! Have a map shot as well, cheers!

 

Busy!

Hey guys! During the holiday season, one is usually more-or-less off work (less if you’re freelance), so it’s a great time to… Finally work on some projects. ;) As for commercial indie efforts, I’ve recently started a lot of animated pixel art stuff for the next installment of Kulkis serie.


Also, Monstro: Battle Tactics is almost finished – it’s currently in the testing phase, we’ve recently added finishing touches like the intro/outro voice overs. As soon as the testing is finished and all bugs are rooted out, the game will be available to play and/or buy! ;) Monstro is a tactical game much like Final Fantasy Tactics, or Front Mission, except without RPG elements and any randomness in the results of your actions, which lends to game’s more logical character. I’ve made all the graphics, including the pixel art tiles and sprites, as well as digitally painted stuff and watercolor illustrations.


Despite officially being on hiatus, I’m doing my best to push Supplice further graphically when I can. We’ve got few themes covered, but there’s still plenty to be done. ;) Mechadon & Jimmy assembled a little set of DM maps to showcase our texture themes, you can take a look at it here!

The idea of capturing motion

As far as graphical tasks go, I think animation may be the one of the hardest, and most time consuming of all. To improve the workflow, animation work is well planned ahead, heavily organized, with plenty of staff working on it most of the time – just read the credits for any animated movie. ;) Even now, with the improvement of technology, the only thing that is really easier, is the preview/test screening. However, somebody came up with the idea, that you could take an already recorded, acted performance and incorporate into your current medium. I’m sure many of you remember those guys:


Prince of Persia (1990 version), Another World (1991), Flashback (1992)

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New tutorial – Water animation pt. 2 – After Effects

Hey guys, new tutorial is now online!

This is the alternative take on the water animation tutorial and a brief introduction to the workings of Adobe’s After Effects – it’s a useful tool for animated textures and effect sprites.

Also a little site news – the update schedule I’ve decided is a little too tight with the free time available I have, so I’ve decided just to make an update every weekend (Just like it turned out so far) – either tutorials or other articles. Hope you don’t mind – the tutorials require more time than I thought, so a little article about game dev or graphical inspiration should give me a little breather. Have a nice week!

EDIT: as a totally absent minded guy, I forgot about the example files to accompany both tutorials. :P They’re available now!

New tutorial – Colorizing and remapping with gradient maps

New tutorial is up, you can read it here, I’ve also added an extra section to the conversion tutorial posted previously.

New tutorials and update schedule

Hello everybody! First of all, there are two new tutorials available:

The second one was requested by ItsNatureToDie of Zdoom Forums, who also sent me his Doom-palette recolors of my water texture – I’ve placed it in the resource section, thanks! The tutorial is complete, the second part will cover the same process, but in AfterEffects, which is a lot more effective for this kind of work.

I’ve also decided to keep an update schedule (At least I’ll try :P) – tutorials will be posted on weekends, while any other posts during the week. This should help me organize my time and give you an idea when you should check the site for an update. There’s also the RSS option if you use it.

Once again, please comment, especially if you’d like to add something to the tutorials. Cheers!

Champagne and fanfares!

Hey, looks like this site has been opened! I welcome all old shooter nerds, artists, gamers, and everybody else! :) Cage’s Corner is my new site, which will focus on art (especially more or less retro game art), my projects, and will also serve as my gfx-oriented blog. I hope all this will be a worthwhile read! There are only few tutorials present at the moment, but my mind is full of topics for future updates! Besides the tutorials, I hope to post some time-lapse videos of me working in the future.

Big thanks go to TerminX for hosting the site on Duke4.net and helping me set everything up. I’m eager to hear your opinions about the site, ideas, and suggestions what topics I should cover in my posts and tutorials. Thanks for reading and I hope you’ll enjoy your stay.

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