I scanned in a rough drawing from my moleskin book – one I’m using as an environment game level in a demo platform game I designed and developed a few years ago. It needed sprucing up a bit, so I made some simple custom pencil and paint brushes to assist in giving it more life. Please note that this was originally posted a couple of years ago, and I am trying to find some time to get this back on track in 2015.
Pencil drawn platform game level
Coloured hand drawn platform game level
Here is a work in progress screen capture video I made of the hand-drawn demo game level above. It’s got a rusty acoustic guitar riff I played over the top. I do hope to get a bit of time to develop this all a lot further in the near future. The game engine and a big stack of concept artwork and level design work is already well under way.
First of all I came up with a really rough concept level design on a scrap of paper (no-one can over estimate the value of scraps of paper!). Some tweaks were needed, but this concept contains the basic ideas for puzzle mechanics within the level design.
After I was satisfied with the level design, I planned it out a little more accurately on an A4 piece of squared paper. Graph paper has too many squares. In fact it is worth getting hold of squared paper that is as feint as possible, so that there is more contrast with your drawn design. Read More »
Street painting is an experience I recommend to anyone and everyone.
It is good exercise, most certainly gives you good practice at taking criticism.
It is also a great opportunity to work quickly, at a large scale and under pressure, because you have to wash and scub it all away before midnight (or you turn into a pumpkin… only kidding).
After spending several hours on your hands and knees in the street, on top of a large chalk drawing, it is likely that you may become a little dirty.
Below you can see the first of my street paintings on the road. I was of course doing it all legally, with an official “Madonnari” license in the centre of Florence on via Calimala, just off Della Republica.
For my first street painting I decided to rely more on my creativity than getting bogged-down with the technicalities of replicating famous portaits as precisely as possible.
Here you can play the latest version of an experimental free scrolling platform game I’m developing in Adobe Director.
The simple platforms are just place holders to test out collisions and scrolling.
Screen-shot of this playable prototype demo level from the scrolling platform game project
The mouse-click control is a temporary experiment. I found it interesting but more quirky than other more traditional control methods.
If you are using Adobe Director to create applications or games, or anything at all that has a need for the user to save and load data, you are most likely going to want to use the SetPref() and GetPref() commands. These commands don’t need a separate plugin and they are also Shockwave safe.
There are a couple of a great, simple little examples in articles on Director-Online, here: http://www.director-online.com/buildArticle.php?id=329 and here: http://director-online.com/forums/read.php?2,26334
These articles are quite old now, and still applicable. One little bit of extra information for Vista users: The save file is saved to the following location on the users’ harddisk:
This is the first playable prototype of a free side-scrolling platform game I am developing using Adobe Director.
Everything is in early stages of development. The graphical environment elements in the initial playable prototypes are just place-holders for testing out controls, collisions, scrolling and other fundamentals.
Playable demo platform game level made in Adobe Director by Peter McClory
I’m developing much larger levels with far more elements and animation. I’ll post a playable level soon, but for now you’ll just have to hold on for this update which will include a much larger explorable world, acoustic music and sfx, and puzzle-solving elements.