Showing posts with label dev art. Show all posts
Showing posts with label dev art. Show all posts

Wednesday, June 23, 2010

Quick Refresher

Okay, I'm going to start posting the actual design stuff here and keep the art stuff on my art blog.
(Links go to a refresher of Chain Knight art done so-far.)

Welcome to the development of Chain Knights, a game about godless, sweaty paraplegic psychopaths dismembering one another and everything else they find!

Tuesday, December 11, 2007

Dragon Starver: The Beginning of Starvation



import sys, os
import pygame
from pygame.locals import *
from cgkit.cgtypes import vec3

def load_image(name, colorkey=None):

fullname = os.path.dirname(sys.argv[0])
fullname = os.path.join(fullname, 'data')
fullname = os.path.join(fullname, name)
try:
image = pygame.image.load(fullname)
except pygame.error, message:
print 'Cannot load image:', fullname
raise SystemExit, message
image = image.convert()
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0,0))
image.set_colorkey(colorkey, RLEACCEL)
return image

class Spritesheet:
def __init__(self, filename):
self.sheet = pygame.image.load(filename).convert()
def imgat(self, rect, colorkey = None):
rect = Rect(rect)
image = pygame.Surface(rect.size).convert()
image.blit(self.sheet, (0, 0), rect)
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0, 0))
image.set_colorkey(colorkey, RLEACCEL)
return image
def imgsat(self, rects, colorkey = None):
imgs = []
for rect in rects:
imgs.append(self.imgat(rect, colorkey))
return imgs

class AnimatedSprite:
def __init__(self, images, rect):
self.images = images

class Dragon:
def __init__(self):
self.surface = load_image("Dragon.bmp", (255,255,255))
self.pos = vec3(0,0,0)

def main():
pygame.init()

screen = pygame.display.set_mode((1024, 768),1)
pygame.display.set_caption('Dragon Starver')

fnt = pygame.font.Font(pygame.font.get_default_font(),18)

back = pygame.Surface((1024,768),1)
back = back.convert()
back.fill((200,200,200))

keys = {K_a:False,K_d:False,K_w:False,K_s:False}

dragon = Dragon();

while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit(0)
elif event.type == KEYDOWN:
keys[event.key] = True
elif event.type == KEYUP:
keys[event.key] = False

if keys[K_a]:
dragon.pos.x -= 1
if keys[K_d]:
dragon.pos.x += 1
if keys[K_w]:
dragon.pos.y -= 1
if keys[K_s]
code to load images, and pull images off of a sprite sheet
and it moves a dragon around on the screen
Sent at 4:58 PM on Tuesday
me: sweet
haha
Sent at 5:15 PM on Tuesday
me: meh
took me a while because i haven't actually opened Flash before
but i have a little placeholder
do you need transparency in the image?
it's a bmp right now
Sent at 5:30 PM on Tuesday
Thomas's new status message - I'm not here right now 5:36 PM
Thomas: I can do transparency on bitmaps now
didnt you read the code!
Sent at 5:55 PM on Tuesday
me: nope
haha
sorry
i will now
though
hang on

Wednesday, August 29, 2007

Spotlight on Tom






Perhaps with this nifty spotlight we can deduce... where the hell Tom went?

Tuesday, August 28, 2007

Friday, August 24, 2007

Prepare to Suck



I think our best bet would be to have the vacuum sort of roam freely in an arc on the bottom of the carriage, just like the cannon does at top.
The vacuum is the new lowest layer.

Tuesday, August 21, 2007

10 Percent Smaller


It was too big.

I Need A Crane






The crane is the closest part to the front so far. The "cranechain" part is on the bottom, followed by the "craneclaw" parts, then the "cranehand," and finally the "cranearm" is closest to the viewer.

Saturday, August 18, 2007

Ooo Yeah Papi

That lamp look niiiiiiice.

Right. So. You said you possibly make each joint separately-positionable, right, Tom?
I think I'll do the spotlight next.

Oh yeah- and do you think maybe the background could be just a little bit darker? I like it better that pure black, this way, but it also seems a bit washed-out. Charcoal, that's where we need it.

Friday, August 17, 2007

Oh That Lamp



Here is version four or five of the lamp. I think it finally looks pretty good.

Thursday, August 16, 2007

Cannons Also Boom








Why does the last one look different than the other two? No fucking idea. Try 'em out anyways, I guess.

Really, I'm guessing this calls for an animation, but we'll see. Png's can hold animations, right?

Bang Bang




These are obviously too big for the machine guns. And they have black backgrounds. I'm sending Tom the tiny, transparent-backgrounded versions of them. Tom, let me know if they work or not... Still haven't figured out exactly how I should treat transparencies.

Wednesday, August 15, 2007

Monday, August 13, 2007

Killaz

Wednesday, August 8, 2007

The Order

Here's how all the parts are supposed to go together (for now). The vacuum looks like it might need a little tinkering.

Here's the order:
1. vacuum body (bottom)
2. chassis
3. wheels
4. plow neck part one and vacuum neck part one
5. plow neck part two (note tricky placement) and vacuum neck two
6. vacuum neck three
7. plow head and vacuum head

Thought that knowledge would make your job easier. Tom.

Saturday, August 4, 2007

Also These Are Fun As Well (ATAFAW)




The middle one looks right to me. I think? Let's see!

Just for Fun




See how the top two (50% and 75%, respectively) work on the carriage.

Thursday, April 26, 2007

Watch Out! Tiny Undead!


I wonder if there is a mathematic equation that describes how things get cuter as they decrease in size.