Tuesday, November 1, 2016
Monday, October 31, 2016
BSA215, final comic colouring, 31 October, 2016
Page 15:
BSA228, Mood lighting, 1 November, 2016
| quite by accident, there appears to be a second facial toiary in the garden. |
| Lulu in the lavender maze |
| At the front door with the door knockers that she found in the mazes. |
| pre-set skybox. rotating the directional light around changes the position of the sun in the sky |
| Super moody! a little backlight at the back is great to throw the castle into relief. |
| Lady Greigh's talking topiary is looking ominous |
BSA228, splash screens, 31 October and 1 November, 2016
minimum requirements,
splash screen with start game and quit buttons
splash screen should be separate from level one
in Unity, open new scene and save as start
drag and drop it so they're in exact order as game should be played in build settings
3 layers on every seen
U- user
UI-user interface
game
Game Object to UI to canvas, which is like a photoshop file
UI components can be added directly into canvas through add component bar- anything in a website is available.
problems with going straight into canvas: ex: typing into text box means it won't move separately from the canvas, we can only rely on paragraph alignment tools.
instead,
game object- UI- text which makes the text it's own object and it can move independently from the canvas. if the text gets bigger than it's box, it will disappear. change box size in rect transform, which is where you can also move the text around in the game.
if you don't want ARial as the font, you need to put the font in the build. go into photoshop and figure out what font you've used
create folder in assets for fonts
embed them in the game by saving them into the font folder
in C drive, under windows, go into fonts folder if you want to use fonts from your computer.
Can also download fonts from fonts.com
hit overflow if you don't care about box size.
buttons do care about overflow, so size up box instead of selecting overflow options
game object- button
automatically says button but that can be changed
button and text can be moved separately
remove white button after sorting out the layout by hitting alpha? bar under color in inspector
keep space between the buttons so game doesn't get confused
Bring in background picture by
create folder in assets called UI elements to bring in picture (without fonts)
save as PNG
in inspector, can choose sprite 2D and UI for more options
change image size from 100 by 100 to whatever the size was in Photoshop
Ipads are:
My game font is Century Gothic Bold in 72
1st November
Ipad aspect ratio isn't important at this stage, so I went back into photoshop and resized it to fit the canvas in Unity. Rachel showed me
splash screen with start game and quit buttons
splash screen should be separate from level one
in Unity, open new scene and save as start
drag and drop it so they're in exact order as game should be played in build settings
3 layers on every seen
U- user
UI-user interface
game
Game Object to UI to canvas, which is like a photoshop file
UI components can be added directly into canvas through add component bar- anything in a website is available.
problems with going straight into canvas: ex: typing into text box means it won't move separately from the canvas, we can only rely on paragraph alignment tools.
instead,
game object- UI- text which makes the text it's own object and it can move independently from the canvas. if the text gets bigger than it's box, it will disappear. change box size in rect transform, which is where you can also move the text around in the game.
if you don't want ARial as the font, you need to put the font in the build. go into photoshop and figure out what font you've used
create folder in assets for fonts
embed them in the game by saving them into the font folder
in C drive, under windows, go into fonts folder if you want to use fonts from your computer.
Can also download fonts from fonts.com
hit overflow if you don't care about box size.
buttons do care about overflow, so size up box instead of selecting overflow options
game object- button
automatically says button but that can be changed
button and text can be moved separately
remove white button after sorting out the layout by hitting alpha? bar under color in inspector
keep space between the buttons so game doesn't get confused
Bring in background picture by
create folder in assets called UI elements to bring in picture (without fonts)
save as PNG
in inspector, can choose sprite 2D and UI for more options
change image size from 100 by 100 to whatever the size was in Photoshop
Ipads are:
4:3
One of the selling points for the iPad is its use as an e-book reader, using Apple's iBooks software, and Jason Snell sees the iPad as a great device for displaying comics, saying, “the iPad's 1024-by-768-pixel display, while in the unfashionable 4:3aspect ratio, is just about the right shape for a comic-book page.”Feb 1, 2010
1st November
Ipad aspect ratio isn't important at this stage, so I went back into photoshop and resized it to fit the canvas in Unity. Rachel showed me
BSA215, comic turn in, 31 October, 2016
Covered in Shame. Half of my comic doesn't have bubbles or words. I underestimated how long it would take to bubble and letter a double-size comic. When I go back to it, though, Rachel has kindly shown us how to make shape bubbles in photoshop with the shapes menu. It will go in white and then I can click to the sideo f the layer to bring up the effects menu and choose a 4 pixel black stroke to go around it. huzzah.
half moon addlayer and curbes layer at top of hierarchy
put it all into one photoshop file
drag out rulers to take two mil off edges
save each page as a jpg, save as page numbers (cover is page one, back cover is page 20)
open adobe acrobat, file, create, combine files into single pdf
drag and drop into box and reorder if necessary, then hit combine files to save as one big pdf.
title combined pdf with my name
to avoid pixellation in pdf, make everything a tiff and take them into indesign and take them out to PDF from there.
half moon addlayer and curbes layer at top of hierarchy
put it all into one photoshop file
drag out rulers to take two mil off edges
save each page as a jpg, save as page numbers (cover is page one, back cover is page 20)
open adobe acrobat, file, create, combine files into single pdf
drag and drop into box and reorder if necessary, then hit combine files to save as one big pdf.
title combined pdf with my name
to avoid pixellation in pdf, make everything a tiff and take them into indesign and take them out to PDF from there.
Saturday, October 29, 2016
BSA227, Rotoscoping in Photoshop, 29 October, 2016
Things are starting to pick up now that I'm working in PS. I tried to rotoscope one last time in After Effects but decided that while it was significantly faster this time (probably due entirely to working with one small clip and not the whole movie), the only thing I need from AE now is to turn all the frames black and white in one step (colour correction menu) and then export the sequence to photoshop. It's more helpful to see what the figures are like in their environment- it's easier to pick up lost bits when I can see them moving with the black and white figures.
Above, you can see where I've cut out the background of the frame I'm working on and the figure has moved ahead slightly in the frame just below it. I will next change the image to black and white to catch any bits that didn't get caught in AE, then the dark strokes filter, and finally a little bit of line work for emphasis.
S24 movie on Vimeo
Above, you can see where I've cut out the background of the frame I'm working on and the figure has moved ahead slightly in the frame just below it. I will next change the image to black and white to catch any bits that didn't get caught in AE, then the dark strokes filter, and finally a little bit of line work for emphasis.
S24 movie on Vimeo
Thursday, October 27, 2016
BSA215, comic colouring, 27 October, 2016
lava pit inspiration and texture for The Machine's lair
page 13:
page 14:
Now, I have to deal with my problems!
page 15:
I have to bring the bear and McMurdo back, finish off The Machine and link it to the final page 16:
Well, nothing to do but to do it. I might have better luck finishing it up if I work out the script first. Then I'll know exactly what I have to show and say in order to wrap it all up.
Before that, though, I've reordered page 3:
Revision 1 v. revision 2
page 13:
page 14:
Now, I have to deal with my problems!
page 15:
I have to bring the bear and McMurdo back, finish off The Machine and link it to the final page 16:
Well, nothing to do but to do it. I might have better luck finishing it up if I work out the script first. Then I'll know exactly what I have to show and say in order to wrap it all up.
Before that, though, I've reordered page 3:
Revision 1 v. revision 2
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