The other artist is no 3DS max expert. But since he knows a lot more than I do he’s in charge of rendering the images. Then I take touch them up, resize them and turn it into sprite sheets. The first batch came through ok. But this next batch had white/gray lines all along the border.
I know psychedelic looking right? But see those white lines around the edges? Yea those look like crap in game and it’s a common problem when rendering in 3DS max you can check here for solutions. But since we have already rendered 40 images it’s easier for me to fix it in photoshop than to go back and re-render in 3DS. So I goto record actions, create new action and set the shortcut to Shift+F5 (Just cause it’s easy to remember and not in use).
Now record this set of actions: Ctrl+click the layer thumbnail (This selects an outline of everything in the image) then I goto Select>Modify>Contract. Set it to 1px. Enter. Now I have the outline of the image minus that white line selected, which is almost what I want right? Then right click my selection with Marquee tool selected> Select Inverse. Now I have the white line selected but not anything inside of it. Ctrl+X (Cut) or DEL. Stop recording the action.
Now I have my own shortcut to ‘anti alias’ the way I want 😉 aka trim 1px of any image.
So you can see everyday we run into little problems. I want to say thank you to anyone who’s ever posted a good photoshop tutorial on youtube. It’s thanks to you guys I’m able to create/find simple solutions to what could be big problems.
Who knows maybe this article will help someone else someday. 🙂
That’s the title for a “discussion article” (I’m making that term up but I think it fits) over at Gamesbrief. Before you click this magical hyperlink and jump over there to read it for yourself. I just want to say I am surprised how many designers are in fact, not rooting for Zynga’s comeuppance/demise. On one hand I agree with them, we really don’t want more legislation on infringment because it has a huge negative effect on the speed of creativity. Patents might make inventors rich, but they are actually really really bad for society in their current form. When people are free to copy+improve (copyprovement?) freely technology, creativity, and well being accelerates much much faster. The design space for games is wide, but a few ill issued patents could destroy the entire environment.
Imagine trying to make a new collectible card game if turning the card 90 degrees as a rule mechanic was patented. Thankfully it’s not. Just the word “tap” has been protected and not the physical action. This leaves plenty of room for competition and most importantly innovation! Personally I’d love to see Zynga go down in flames… and they kinda are with all their top brass jumping ship. They deserve to lose something for blatantly ripping off entire game mechanics and even using the same art style. That’s not just plagiarism but blatent plagiarism and ignorance. It shows they aren’t even trying to hide or fix their actions. But not at the cost of losing our free spirited game-eco-system. Destroyed by ill advised laws and court rulings. It’s hard enough to start a studio and compete. It would be near impossible if you had to navigate a mine field of patents and sue happy lawyers, all being controlled by only the top 10 companies.
Working on attack animation and effects today. I recorded the entire process in camtasia so I may post a tutorial online. Now that I look at it online I can see that not enough red came through in the effect. Instead it just looks like a shadowy blur.
Note this Gif animation is only used as example of how things will look in game. Production wise we will use a sprite sheet with a neutral solid background and scripts to pull the animation from the sheet as needed. But it’s important to see how your animation looks in target environment before handing off to the development team. No reason to make them test something, when you can do it easily enough on your own.