Thursday, March 11, 2010

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Update?

Wow, just realized I haven't updated this in a long time. Anyways, I've made a little progress toward Signs, but nothing really worth noting. I ran into some trouble with the models and the way they were set up. I've been focusing more on level design and graphic design. I'll put some stuff up here in the next few days.

-Aaron Jones|ParasiteArtist-

Thursday, October 29, 2009

Website Update

I've been working on my website a little bit. I've been working on some minor updates to the index page. I decided I wanted a rollover image over the buttons that would play a little scribble type effect.

First, I plugged in my tablet and opened up PS for some quick concepts.
I created a little animation consisting
of three frames of just some horizontal scribbles, for each button.
Of course, it took me around an hour just to make some scribbles for three buttons; I just couldn't get the right look.

Getting the rollover was pretty easy, but implementing it was a bit difficult. My index page was a few layers combined in PS. The problem was, the rollover images were little gifs, but because my index page was a giant picture, I couldn't just replace the gifs. Which leads to the next step. The idea was I would have to split the main page up into pieces, that would focus around the areas I wanted to replace.

As you can see in the image, I had to cut an area around each place I wanted a rollover image. Each red shaded area is where I wanted them. The other red boxes show where I had to make the cuts in order for the whole image to work out. I'm sure there is an easier or better way to do it though.

After the index was sliced, I cut the shaded area out, and placed them into PS so I could put the scribbles over them. Once I overlaid the cut areas with the scribbles, I merged it together and saved as a gif. Switched back over to DW where I
deleted the shaded areas from the index - leaving holes there where the rollovers would go. Insert>Media Image>Rollover Image brings up a box with some options for choosing an image, and what to switch to upon rollover. Once done, upload index to your site and bingo, all done.

Overall I'm happy with it. Of course, I could spend my time actually making my site useful, and put up my art section with some galleries. I guess I can get to that soon.



-Aaron Jones|ParasiteArtist-


Saturday, August 1, 2009

Project Sign: Update 1

I've got my main characters now.  They are free animation rigs from http://www.johndoublestein.com/ .  After getting them together, I made quite a bit of adjustments to their model to set them apart.  I also made different clothes textures for the man.  I'm still tweaking them, as they need multiple outfits for the short.  Here is a few pictures of them so far.







-Aaron Jones|ParasiteArtist

Wednesday, July 29, 2009

Introducing Project Sign

I've been doing a lot of little things to work on my animation.  I figured I would undertake a larger project.  I was working on my short, Project Immune, but I had to model everything from scratch on that.  I want to focus more on animation, so I thought I would just get pre-rigged models and use them for a new short.  So that's what I'm doing.  The short I'm working on now is called Project Sign, and it's based on the short called Signs that I found on YouTube.  My short is going to basically follow the exact same story as the YouTube clip.  This should give me a huge learning boost as I try and figure out how to achieve numurous things I currently don't know how to do.  Wish me luck, as it's 12 min long...  Stay tuned!



Created by Publicis Mojo and @RadicalMedia
Director: Patrick Hughes
http://www.patrickhughes.com.au



-Aaron Jones|ParasiteArtist-


Monday, April 27, 2009

Red Alert 3: World Domination

A friend of mine, Justin, and I play a lot of Red Alert 3.  Usually once a day.  Justin thought it would be a good idea to make a meta-game out of it, so we have some kind of goal when playing.  So Justin and I came up with an Excel based territory meta-game. 



Basically, we set up some nodes that count as territories.  From there, we decide which maps in the game we want to represent the territories in Excel.  After picking maps, we assigned armies.  Each player has 5 armies which start at the home position.  Every turn, you move one space to an adjacent space.  If the territory is unoccupied, you take it.  If an enemy army is there, you initiate the battle.  One a battle is initiated, you open up Red Alert 3 and play it out. 

Depending on where you are in the map, you start off with more or less money and sometimes you get an ally to fight with you.

We originally picked one faction for our army.  For example, the first time we played, I was Allied and Justin was Soviets.  After I lost almost every match, we realized that it was very one-sided that way.  For the second round, we decided to assign different factions for different armies.  So far, this has made a huge difference and it's no longer a one-sided battle.  We after a few matches, we throw down some more rule ideas to consider for the next round.  Should be interesting to see where this goes.  I would like to maybe mod it a little bit and edit some ini files to give your team more/less of an advantage based on your position in the game.  We'll see.

-Aaron Jones|ParasiteArtist-


Wednesday, February 11, 2009

Global Game Jam 2009

I took part in Global Game Jam 2009, where you make a game in 48 hours. We formed a small team and got rolling on a game we called Tethered. I ended up doing the UI work so I renamed it to Space Defenders of the 23rd Century: Cleansing the Galaxy of Cosmic Scum.

The idea of the game is a 2d side-scroll game where you are a ship and you are attached to another ship with a small tether. This tether is also the tool you use to kill enemies and debris with.

While we didn't get as much done, programming side, as we wanted, we had a ton of art that never made it in because of programming constraints. We did however, at least get something in there and working.

The Escapist and BoingBoing covered parts of it. You can also check out our game here.

Here is an overview of how it all works:
"The theme and constraints for participants in the Global Game Jam will be announced at 5:00PM on Friday, January 30, 2009 in your time zone. Each local jam is allowed to manage things the way the see fit, but we hope that everyone will follow our recommendations so we share a common experience and everyone is working from a level playing field. Please show up to the jam on time. Below is a typical set-up for a game jam, each jam will vary, please check with each jam to see their schedule. Do not come to the Jam with a team. Everyone will have some time to think and pitch an idea. Collaborate with new friends or peers you admire."

Justin Hair - artist
Aaron Jones – artist
Zach Derouiche – artist
Wes Hunt – programmer
Scott Jacobs – programmer

-Aaron Jones|ParasiteArtist-