Jetboard Joust Devlog #22 – Spin Doctor

Don’t you just hate it when something that you thought would take a couple of hours takes pretty much all day – and then you’re still not entirely happy with it?

Witness the spinning crate. A bit of a repeat of the floor tile episode this one – and another indicator of just how inexperienced I am with pixel art.

I needed something for a ‘weapon swap’ pickup. As it’s a swap (ie your original weapon gets left behind and a new one picked up) I needed a kind of ‘permanent’ storage system rather than something that gets destroyed on pickup like the bubble I’m using for extra health.

A crate seemed the obvious choice. Far from original I know, but it seemed as though it worked work and there’s something quite iconic about the pickup crate. I thought the crate could spin when you activated it and the crate icon change to show the weapon you’d just deposited.

Designing the crate itself was pretty easy. Getting it to spin wasn’t. Firstly I made the schoolboy error of drawing every frame of the animation before prototyping it. Each frame looked great on its own but when I tested the animation I was gutted to discover I’d failed miserably. The crate didn’t really look like it was spinning – it looked like the pages of a book turning or something. Everything I’d done ‘should’ have worked (to my mind) and I was somewhat stuck to figure out what I’d done wrong.

So I did what I should have done in the first place if I’d have had half a brain – I went back to the drawing board and sketched out some simple prototypes. This (and studying a few classic ‘spinning cube’ demos) enabled me to see where the problem was. My art style is fully 2D which means that, really, there should be no perspective. However it turns out that without perspective it’s very difficult to judge what is ‘3D’ and what’s not (hence the ‘page turn’ effect). I tried adding some shading and this helped but the only way I could get the crate to look like a cube was to add some simple perspective. I think, really, this shouldn’t fit with the art style but it does seem to kind of work to me. I could only add perspective to the top of the crate though, otherwise it didn’t sit right on the ground!

Another issue which compounds the difficulty is trying to work with a strict eight colour palette (this makes gradually altering the brightness of things very difficult) and working in a ‘blown up’ pixel style. In most instances every pixel I use will be represented by at least three pixels on screen so a one pixel shift in the artwork actually represents quite a visual ‘jump’. In the (for now) final animation I only use a one pixel shift for the perspective and it almost seems too much (that’s right, ‘too much f-ing perspective’ to quote spinal tap).

In the animated GIF on the right you can see some rough prototypes followed by the ‘final’ animation as it stands at the moment.

1. The first approach – looks like a ‘page turn’
2. Adding shading – slightly better but still looks like a page turn.
3. Adding perspective – starting to look like a cube now.

Anyway – what doesn’t kill you makes you stronger and all that. The moral of today’s story kids is simple prototypes first!

Maybe I should have titled this post ‘Spinning Crate Gate’.

Dev Time: 0.75 days
Total Dev Time: approx 23.5 days

previous | next

The Static Crate Design – This Is The Easy Part

Getting Things In Persepective

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

%d bloggers like this: