Archive for January, 2012

Pixelin them arts

Friday, January 27th, 2012



Fleet General Asami Okada

Friday, January 27th, 2012


Monday, January 23rd, 2012



Cubecat, Goulface, and Pickle-boy

Monday, January 23rd, 2012


More concept art for a project that didn’t pan out.






Nothing to do with a soft-drink

Monday, January 23rd, 2012

Some concept art I did for work~ Twas good to do some digital paintin again.



Tuesday, January 17th, 2012

I keep trying to re-design the main character dude for the new This is proving to be harder than expected. Many hours of drawing later these are the only showable variants I’ve come up with. They’re all terrible.

Old Stuff!

Tuesday, January 17th, 2012

As I mentioned before, I accidentally deleted the database of my old blog~ Here’s a buncha shit that was on it.

concepts for characters for my ArtPG submission, a game where you draw characters and enemies to get XP.

I Believe that these people are pre-spacemars. Curious.

A very rad santa.

A T-rex with robot arms! This was drawn as a nod to another one of my overambitious, failed game projects codenamed: XNA02.

Finally, some very very very early Spacemars art. Most of this was from the first 3 days I decided to start the project.






Extreme Fanboyism

Tuesday, January 17th, 2012

Played a bit of Ragnarok online and was smitten with nostalgia. I simply Had to draw some good old fashioned fanart.

my first Ludum Dare

Tuesday, January 17th, 2012



My Results:

Having heard about, and been wanting to participate in Ludum Dare for quite some time now, I finally decided to join up for ludum dare 22 and its theme: alone. The challenge? Completely concept, and build a game, by your self, in 48 hours.  *_*; I decided to go with a jump and run platformer entitled: Find your shit! The general backstory was that you awoke in a strange mansion full of danger and pitfalls wearing only your underpants, find your shit, and escape. Each article of clothing or bottle of booze would give you bonuses. The only two that were actually implemented were: shoes that increased your jumping ability, and hotpants that allowed you to slide down walls and wall-jump. I had planned to have a headband that allowed you to headbutt through cracked walls, and for the first item, right next to you as you awoke to be glasses. Which of course allowed you to see.

The challenge was of course, much harder than I had expected. I thought I would easily be able to complete my modest set of features, as well as put just a touch of story in there. (I had planned to have talk boxes every time you picked up an item, a place where youd see the main character grumble to himself some strange / stupid pun or random outburst of profainty.)

I intend to make sure to add these elements to my next submission. Miserable failure as this project is, it atleast received some pretty good marks for humor.

The game: As you can see from both the gameplay and the image… I never got a chance to do any of the world graphics. I spent far too much time on the main character’s sprite and the game engine. The biggest problem of course being, that i decided to write my own platforming engine from scratch. Big mistake.

I wound up spending 2/3 of my time writing the engine. This left almost no time at all for graphics and testing. The game is of course, brutally hard. As i was building it I kept thinking it was too easy, this was of course, because I’d just been playing it the whole time and was used to the awful jumping curve.

All in all, I completed what I set out to do. Its a game, it works, theres not really any show-stopping bugs, and you can both win and lose. It’s not everything that I wanted it to be, but it was a damned fun experience. I intend to take part in as many LD events as possible moving forward.

My next endevor however, will be a LD Jam competition. The Jam is a variant of the traditional LD compo, in which you have 72 hours instead of 48, as well as being able to have a small team of people instead of just yourself. redux

Tuesday, January 17th, 2012



As It’s a broken / unfinished pile of shit complete with floating purple squares masquerading as next/previous buttons, I’ve been planning for a while now to redo Having basically 0 functional web presence (of course unrelated to the accidental deletion my previous blog’s database), I figured it was time to start on a new site instead of trying to dig through the now 3 year old source code. I had a wonderful Idea to have a legions of spacemars robot land, and the site’s character jumps from the cockpit and resumes a similar walk-aroundey 3D world to the current site. Of course this time, it would all be in pretty pretty FP11 hardware 3D. Hopefully I can make it as cinematic as possible, as well as give the character the chance to get back into the cockpit, and explore the same world, this time as a giant motherfucking robot.

Now that I have at least some ortho’s done I’d like to work up some 3D model’s and get to work. Hopefully I can keep the scope small enough to finish it up in a couple of weekends… otherwise, I doubt itll ever get done. Ha!