Quadropus Rampage!

Show off your finished Inkscape work.
Stoz
Posts: 4
Joined: Sat Jun 04, 2011 8:35 am

Quadropus Rampage!

Postby Stoz » Tue Aug 27, 2013 8:35 am

HELLO, Inkscapeteers(?).

Just wanted to show off some Inkscape work. My brother is the artist for our two-man game studio, Butterscotch Shenanigans, and he does all of our video game graphics, animations, etc. using Inkscape. I thought you guys might appreciate his work.

Here it is!

http://www.youtube.com/watch?v=df8m9mqhhL4

hulf2012
Posts: 716
Joined: Sat Nov 24, 2012 12:37 pm

Re: Quadropus Rampage!

Postby hulf2012 » Wed Aug 28, 2013 3:02 am

Hello:
Congratulations!

I think it will be very interesting if you could show us how do you do the animations of your characters. What tools do you use most? How it is your workflow? What problems did you find doing the animations?

A critic? ...It seems to me that you don't use the gradient or blur effects, like I've seen in other graphics post here. Like in 0:18- 0:20. The lights and shadows seems plain, which I don't say it's bad, but it takes my attention. From that same frame, I also note that you use a constant stroke, the default that you see in Inkscape... mmm ...
I like the style of the characters, and the texture of the background... I like that the game is in an isometric perspective, but Be carefull with that! There is always a deformation with long objects!

Greetings!
If you have problems:
1.- Post a sample (or samples) of your file please.
2.- Please check here:
http://tavmjong.free.fr/INKSCAPE/MANUAL/html/index.html
3.- If you manage to solve your problem, please post here your solution.

Stoz
Posts: 4
Joined: Sat Jun 04, 2011 8:35 am

Re: Quadropus Rampage!

Postby Stoz » Fri Aug 30, 2013 11:46 pm

Thanks for the feedback! Those are all deliberate style choices by the artist to keep things cartoony and easy to discern on a phone screen. With regard to tools used, we only use Inkscape for graphics (no plugins), and everything else is done in Game Maker.

For example, the main character's run animation is only 3 frames, but we bounce him up and down with code and swap his legs accordingly. We try to find a good symbiosis between art and programming to make it look best while taking the least amount of texture resources.


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