Today, I sent Emanuel the stage I made yesterday, so he could learn everything he needs to, for that stage which includes things like collision boxes, and physics, and stuff like that. And I also found this program called "Piksel" online, and downloaded it. It is a pixel art drawing program, that actually isn't too bad. there is a lot of useful features in it, and tools. Like tools where whatever you draw will be mirrored across the Y or X axis, or even both if you want. So, with that, I was able to draw a basic humanoid shape with a black outline.
So I drew the character with relative ease. It isn't exactly proportional, but it is a start, that way I could mostly learn to use the program. I also measure how many pixels I should use for the character size in relation to the stage I created, and found that 175 pixels in height, and 150 in width is a good size for what I need. So that's the size I made the canvas in this program.
After I drew the character, I started to learn how to use the program, and it is very user friendly I found. You don't just select a new colour every time you need it, you actually create palettes whenever you need them. So I created a colour palette designed for the clothing I planned to put on the fighting character I made.
So those colours are for the clothes I put on, I put on black, white, and multiple shades in between to make shadows on the clothing, and so I could put depth into the character. After I created the palette, I wasted no time in getting my clothes and whatnot painted onto the character.
So I drew the white clothing, seen on a few martial arts uniforms, and added a headband. I shaded the headband, though I am not quite happy with the top of the headband colour, it isn't quite the right bright colours I need, so I will be fixing that.
Tomorrow, I will be refining the clothing colours, then colouring in the skin, and facial features, and drawing the hands and feet better. My plans with this character, is to sort of make a low effort model, and create his animations, then once I finish that, I can send the animations, and poses to Emanuel, via a shared dropbox folder that will carry all of our assets that we create, so it is easily accessible between the two of us. I am happy with the progress we are both having, he seems to be doing well with learning the interface he is working with, and learning the engine script, and also Python. Once he becomes proficient in that, then we will climb through this project at a healthy pace, so that once I create an asset, he can almost immediately implement it into the game.
So to reiterate what I will be doing tomorrow, adding onto the model, and if that is finished, begin the animating progress. Starting with the running animation, then the jumping animation, then an idle animation. I am not quite sure how to animate in this program, but I notice that they have an icon that looks like an onion cut in half, and an amount of frames bar behind it, so I assume that it is an onion layer option, that way I can see the frame behind the one I am working on, just translucent, that way I can animate more smoothly. I don't really have a goal of how many frames each animation will use, but I do wan't it to run at 30fps.