Awesome! Thanks so much man.Let's push our meeting to next Sunday. I feel it makes more sense for us to meet every other week. I don't have much to talk about, you're doing a phenomenal job.I figure by next Sunday, you'll be finished with the sideviews and we can discuss next steps. (Animations vs more concepts, ect)I've updated your burndown to reflect the completed work.
Thanks again for the incredible work. I'll paypal you asap.cheers,JoelOn Sun, Sep 15, 2013 at 5:40 PM, Cary Dube <ghost...@gmail.com> wrote:Heres the first side view and the invoice for this week. Just figured I would send them over before we meet later.On Fri, Sep 13, 2013 at 3:39 PM, Joel DuBray <joeld...@gmail.com> wrote:
Thanks for the quick turn around, Cary. It looks much better now.Google says it's your birthday so happy birthday!I can't wait to see the side poses.cheers,JoelOn Thu, Sep 12, 2013 at 6:35 PM, Cary Dube <ghost...@gmail.com> wrote:
Woops accidentally sent the psd for that test shot. Here you go.On Thu, Sep 12, 2013 at 9:33 PM, Cary Dube <ghost...@gmail.com> wrote:
Yeah I totally agree.-Cary
I was trying to keep them all at an even pixel width which is what causes that two pixel space between their legs but it prevents them from having a central one pixel line which is how he ended up with that nose shape. Anyway I slimmed him down a pixel which has the added benefit of making him even smaller in comparison to everyone else and also fixes a couple other issues I was having with him. I also shortened his head and shoulders by a pixel. All in all I think he looks a lot better.
On Thu, Sep 12, 2013 at 2:30 PM, Joel DuBray <joeld...@gmail.com> wrote:
Hey Cary,Thanks so much for this incredible update! We can definitely move forward with side views on all the characters except the Sawbones.For the Sawbones, is it possible to narrow the taper at the end of the nose to 1 pixel, and make it 1 to 2 pixels shorter? I understand the desire to make it overstated, but right now it's a little phallic, and I'd like it a little sharper. A sideview also might remedy it.Let me know if you need clarification!
Thanks so much for the amazing work so far!cheers,JoelOn Wed, Sep 11, 2013 at 5:37 PM, Cary Dube <ghost...@gmail.com> wrote:
Alright here's the next batch.In order to keep their silhouettes unique Ive been trying to keep their heights varied. Ive basically organized them into tiers to accomplish this. Also Im measuring all their heights by the placement of their heads rather than the heights of their hats. So the Sawbones is the shortest at one pixel shorter than the Able Seaman. Next the Able Seaman, Captive, Stoker and Scrounger are all the same height which is obviously the same height as your original sprite. I figured I would make all the specialized sailors the next height bracket at one pixel taller, so that includes the Navigator, Bosun, Merchant, Ambassador and Gunnery Officer. The First Mate is one pixel taller than them, the Captain is a few pixels taller than him, and the Brute is obviously very large. I tried to organize them in a way that I thought made sense from their gameplay descriptions but you have a better idea of that than I do so let me know if there are any you think should be switched around. Also other things will obviously set their silhouettes apart like their widths, shoulder shapes, and hats.
So I finished up the other four today which took about five hours. This is my last day off until Sunday so I wont have a ton of time to work for the rest of the week. I can certainly take care of any notes or corrections you might have though, and if not I should be able to get a few side views done.
-CaryOn Tue, Sep 10, 2013 at 10:33 PM, Joel DuBray <joeld...@gmail.com> wrote:
Thanks for the update Cary!Sorry for the delay, I was just compiling feedback. I didn't want to respond until I got home, and tested them on the background.They are fantastic. Consider them both approved. I'd say go ahead and work on the Sawbones, and the Brute next. If you finish those tomorrow, then you can move onto the Captives, and the Navigator. I've updated your burndown in order of importance.After we finish the first six, before moving on, I would like us to do a side view for each one. A side view will look like the following template:After we are happy with the side views on the first six, we can move forward to the next classes.Weekly invoices would be great! (I think you contract says bi-weekly, but I'm fine with either.)Let me know if you have any questions!cheers,Joel
On Tue, Sep 10, 2013 at 6:40 PM, Cary Dube <ghost...@gmail.com> wrote:Hey also no pressure but if you want me to keep going it would be best if I knew by tomorrow morning. Its my day off from my day job so it would be my big work day for the rest of the week until Sunday.
On Tue, Sep 10, 2013 at 4:52 PM, Cary Dube <ghost...@gmail.com> wrote:
-CaryHey manHere's what I put together for the captain and first mate. I wanted them to look consistent with the sailor so I drafted off his design in terms of proportions etc. I made the captain pretty big but a lot of that is his hat so I will still have plenty of room to set him apart from the brute. For the first mate I basically did a lot of the same stuff as the captain just to a lesser degree (mustache instead of beard, one feather instead of two, etc.). Let me know if you have any notes and/or corrections.
All in all both these guys only took me about three hours total so if you want me to keep going on to the other characters I can probably get at least four or five more done by the end of the week.As far as billing goes if you don't mind Id like to give you weekly invoices rather than one per delivery just to keep things streamlined and cut down on paperwork. If this is a problem for any reason just let me know, I typed up an invoice for my work today just to establish a template and I would happily send it over. Oh also am I still supposed to be signing somewhere else on that contract?
Hey Cary,I paid the invoice. I'm going to update your burndown with the remaining concepts and their side poses as assigned and due in two weeks time.When those are finished we'll move on to animations. We should meet over hangout for sure to talk about animations. We'll schedule something when the time draws closer.Let me know if you have any questions and thanks for the great work so far!cheers,
JoelOn Sun, Sep 22, 2013 at 9:08 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey were we supposed to have a meeting tonight? I had a pretty busy day around the house and it slipped my mind. Sorry about that. Feel free to reschedule it any day if you want to, Im always home from work by nine. If not Ill get working on the rest of the concepts and we'll catch up next week. Sorry again.
My days off are a little different this week so if you don't get updates from me earlier in the week that's why. Oh and Ill include this weeks invoice. I put the due date the same as the last one for one week from today that way they are due two weeks at a time offset by one week. Obviously feel free to pay me whenever the due date is not something Im worried about I just figured I would explain in case you were wondering.
-Cary
On Sun, Sep 22, 2013 at 5:03 PM, Joel DuBray <joeld...@gmail.com> wrote:
Hey Cary,Sorry for the late reply! The side poses are great!Let's go ahead and finish the remaining concepts on the burndown, and then do side poses for them.
Hi Cary,We have some feedback for the gunnery officer and scrounger.Gunnery officer has great clothing, but we feel he should be chubbier/wider.
Scrounger is close, but he doesn't have enough character: If we can put a bag on his back similar to this guy: (http://images1.wikia.nocookie.net/__cb20100728010638/ranma/images/0/0f/S04-05-Showdown!-Can-Ranma-Make-a-Comeback-Happosai-Bag.jpg). This way his role is clearer, like every other character.I've added the stoker to your burndown. Thanks for the great work!cheers,Joel
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oh yeah here's that invoice.On Thu, Oct 17, 2013 at 10:25 PM, Cary Dube <ghost...@gmail.com> wrote:
-CaryHey guysSo due to a cruel trick of fate I only had access to MS Paint while on vacation which, as you can see from last weeks invoice, pretty severely limited the amount of work I was able to get done. I do apologize. Anyway Im back home now and back at it so you can expect a more substantial update from me in a few days. Sorry again for the delay, Ill definitely have that attack finished this weekend. And hey thanks for being so professional overall, this has been a really fun collaboration for me so far, Im glad you guys are digging the work.
On Thu, Oct 10, 2013 at 12:27 AM, Kendrick Geluz Kho <kkh...@gmail.com> wrote:
Hi Cary,
Just wanted to say hi. Not much else to add, except that you're doing awesome work on the characters!
Best,
Kendrick
On Wed, Oct 9, 2013 at 8:21 PM, Joel DuBray <joeld...@gmail.com> wrote:
Hey Cary,Yeah, they'll all be 6 frames. We're hesitant to overcommit to more animations at once, and want to approach this as a concept. This is also because we are running behind on our prototype, and aren't fully sure 6fps is the desired amount.So please treat this like an experiment, and feel free to break the 32x32 tile with the swing/animation, but keep the center of the body/unit on the 32x32 tile.Let me know if you have anymore questions?cheers,JoelOn Wed, Oct 9, 2013 at 5:09 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey no problem.Here's the invoice for week 4. Im going to be out of town for a couple days. Ill still be working but I probably wont be able to meet until next week. Anyway I have a few questions, but I should be able to get that animation done this week. Do you have a particular facing direction that you would like this attack to start? Basing it on the side facing sprite seems natural to me but I can do the front angle if you'd rather. Are all the attack animations six frames or is that a general guideline sort of thing? I guess thats it for now. Ill be back in town on tuesday so if you don't hear from me over the weekend thats why.
Oh and hey thanks again for the prompt payments.
On Tue, Oct 8, 2013 at 6:40 PM, Joel DuBray <joeld...@gmail.com> wrote:
So sorry man! Got caught in airport traffic.I want to introduce our Art Producer/Lead 2D artist Kendrick. He'll be joining us from here on out discussing animations. The general speccs are 6 frames, and we break them into individual .pngs.We'll start slow and concept a sword attack with the captain.Kendrick, anything to add?On Mon, Oct 7, 2013 at 6:25 PM, Cary Dube <ghost...@gmail.com> wrote:
Well Ive got to get going. No worries we can just meet tomorrow night or any day after work really. Anyway dont worry about it.
On Mon, Oct 7, 2013 at 8:19 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey Im online.On Mon, Oct 7, 2013 at 3:45 PM, Joel DuBray <joeld...@gmail.com> wrote:
Cool beans! Ping me when you're home and settled in. I'll be online for the most part.On Mon, Oct 7, 2013 at 6:46 AM, Cary Dube <ghost...@gmail.com> wrote:
Awesome thanks man. Ill have the invoice for this week in to you later tonight. We could also meet tonight if you're available. I get home from work around eight so any time after that is fine.
-Cary
> I paid out your invoice! Thanks for the great work and getting through it so fast. Send me an invoice for everything else below, and hopefully we can talk about animations some time this week.
-CaryAwesome thanks man.Okay that was pretty much my only question so Ill be working on those walk cycles and Ill update you when Ive got some stuff done.
Glad you guys liked the animation. Ive been meaning to mention that a lot of my guys are asymmetrical so I assume they will need walk and attack animations for both right and left. Obviously modifying the right versions to make them work for the left is a pretty quick and easy task but if there is any problem with that let me know and I can edit out the asymmetry.
On Wed, Oct 23, 2013 at 5:21 PM, Joel DuBray <joeld...@gmail.com> wrote:Awesome! Thanks for letting us know, man. That attack animation was perfect!We've got animations working in our engine and now were just fine tuning speed so we can be sure of frames.If you want, you can do all the walk animations for the captain, first mate, brute, and sawbones. I've attached the necessary frames.
Let me know if you have any questions!cheers,Joel
On Wed, Oct 23, 2013 at 8:17 AM, Cary Dube <ghost...@gmail.com> wrote:
Hey just wondering what I should be working on this week. Ive got a good amount of free time so if you guys wanted to meet I could do that as well. Either way let me know.
-CaryOn Mon, Oct 21, 2013 at 8:06 PM, Joel DuBray <joeld...@gmail.com> wrote:
Sent! Thanks for your patience!
On Mon, Oct 21, 2013 at 4:34 PM, Cary Dube <ghost...@gmail.com> wrote:
-CaryNope, looks like you haven't paid invoice 4 yet.Thanks!
On Mon, Oct 21, 2013 at 5:59 PM, Joel DuBray <joeld...@gmail.com> wrote:
Hey Cary,Did I ever payout invoice #4? I'm just now sorting out all the invoices.thanks,Joel
Thanks for these Cary!Next on our priority list is the Brute's attack animation. If you have time after that, you can take a crack at the captain and brute death animations.Thanks for the great work! :)cheers,Joel
Alright here's my work for this week.
For the Brute's attack I went with a pretty straightforward double punch. I noticed while looking at his walk cycle for scar reference that in his walk up sprites his whole head was visible behind his shoulders which didn't really make sense so I went back and changed those a little. It took me hardly any time at all and I think they came out much better so ill include those as well. For the death animations I definitely went super violent so let me know what you think of those. As I was doing them I realized that recreating them from each different angle would be just about the same in terms of time and effort as just doing an original death from each angle, with the possible exception of the right and left versions for some characters who aren't as asymmetrical. So obviously this is something we can talk about when we get to it, but I think if you're interested it would be pretty easy to do four different unique gory demise animations for each character.
The week after next Im going to be moving into a new apartment, so I was hoping I could try to double up my workload this week and take that week off. If that's cool you guys can let me know what you'd like to get accomplished in the next two weeks and Ill do my best to knock it out. The more I get into these the faster they're going so you should be seeing your value per sprite increase as well.
-Cary
Awesome! Thanks for the update.Let's go with the saw for the attack and the rummage for the heal.cheers,JoelOn Wed, Nov 13, 2013 at 5:06 PM, Cary Dube <ghost...@gmail.com> wrote:-CaryHey so if you guys could get back to me some time tonight about this that would be good as tomorrow is my big work day.Also I got the First Mate attack done today. It was pretty quick as it was mostly replicating the Captain's and I gave it a little less flair to reinforce his secondary role. Anyway Ill pass that on as well.
On Wed, Nov 13, 2013 at 10:50 AM, Cary Dube <ghost...@gmail.com> wrote:
-CaryThese should all be pretty simple so I can probably tackle at least one more animation this week, so if you guys have another character you'd like an attack or death for just let me know.As far as the sawbones goes I was thinking I would probably do a little bone saw animation for him. Really it could work as his attack or his heal (or both) and it would be pretty simple as I could repeat a few frames for the sawing motion. So I could do that for his attack and then do the bag rummaging animation for his heal. Anyway let me know what you think of that idea and Ill get going on it.Oh yeah sorry here's that attack animation.Don't worry about paying the invoices by the due date, that's just there for my records really so as long as they get paid eventually I'm not worried about it. I know how rough trying to fund an indie can be.
On Tue, Nov 12, 2013 at 1:08 AM, Joel DuBray <joeld...@gmail.com> wrote:
Hey Cary,Thanks for these! Great job on catching the issues with the head. I don't see the brute attack animation attached, but a punch is exactly what we had in mind! I can't wait to see it.I've got invoices 7-9 backed up, but due to issues with other contractors I won't be able to pay them out until really close to the due date. Please let me know if this causes any problems and I'll bump you up the list.For doubling up work this week, since we already have the walk for the sawbones and firstmate, we might as well get their attacks in their. You can use the same sword swing for the first mate that you did for the captain. For the sawbones, he can just punch with his fists without a gun or sword. (I'd prefer it to be as simple and un-time-consuming as possible.) However, the sawbones will have a unique animation that no other sprite has. This animation is for "healing" and I had imagined he would put down a doctor's bag and rummage in it. I feel that this is accomplisheable in 6 frames. Let me know if you have questions or need a further description.As always, thanks for the excellent work!cheers,Joel
Awesome, Cary!Hope you had a good break and holiday weekend! Next up would be attack animations for scrounger, stoker, merchant, ambassador, and captive!I had nothing special in mind, and would prefer if they all did unarmed punches. Any special items or attacks encourages players to send them into the melee, which is not the classes strong suit.Let me know if you have questions.cheers,Joel
On Tue, Dec 3, 2013 at 9:38 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey guys-Cary
Hope everyone had a good thanksgiving. Im ready to get back to work so feel free to send me more stuff to work on any time.
-CaryOn another note Im going to be heading home for the holidays after this week, so I wont be able to work for most of the week of Christmas. I could maybe do one or two animations if you needed me to later in the week.Anyway both animations are quick and easy to produce and I can easily do either for every character so let me know what you guys think. If there are any corrections in terms of things like item size and wheel placement I can make those as well.You also mentioned manning the helm, and I didnt really think a kneeling animation would work for that so I did a sort of steering wheel test on a couple characters. I used a wheel template for placement which Ill also attach.Hey here's last weeks stuff.I wanted to run a few things by you before I kept going on these animations. So I did one animation sort of like the tend that you mentioned above which you'll see on a few characters. Basically the motion is a kneel and throw animation that could be used for dumping water, picking up cannonballs etc. I put a basic bucket in as a template which Ill include as well. I had meant to do the able seaman as well but at some point I mixed up which characters I was working on.
Hey Cary,That's great to hear! We've lost Kendrick to schoolwork, but you'll be working closely with myself and our designer Joe. He has been doing some pixel art for the characters and helping me manage the 2D pipeline.The tend animations are a great place to pick up where we left off.Cheers,JoelOn Sun, Jan 26, 2014 at 5:14 PM, Cary Dube <ghost...@gmail.com> wrote:
Hello againIm happy to report that I have gotten a new computer up and running since last we spoke and am in the process of getting software so I should be able to get back to work this week. Unless you guys have something you would rather have me work on Ill just keep going with the tend and steer animations I was working on before all this nonsense went down. Let me know either way and Ill get right on it.Thanks-Cary
On Sun, Jan 12, 2014 at 10:13 PM, Joel DuBray <joeld...@gmail.com> wrote:
Hey Cary,I'm sorry to hear about your computer. Data recovery can be very taxing! I hope you recover as much as you can.Don't worry about falling behind. I look forward to seeing your work again soon. Keep me posted.cheers,JoelOn Sun, Jan 12, 2014 at 7:26 AM, Cary Dube <ghost...@gmail.com> wrote:
Hey guys hope everyone had a good holiday.
I have some unfortunate news. Last Sunday my computer died. It had been on it's way out for a while now so I do have plans in place to get a new one, i had just hoped to make the transition a little more gracefully. Luckily i was planning on doing most of my work for the week of the 30th to the 5th on that Sunday so i only lost an hour or two of work, and obviously everything from before that was backed up. I've spent the last few days trying to recover my files with no luck so far.
Anyway i can't say exactly when i will be able to get back to work, but it shouldn't be more than a week or so. I apologize for the delay and I'll keep you updated. When i do get my new computer i can also put in extra hours to make up the lost time.
Sorry again
Cary
> These are fantastic! I should have given you our helm earlier. You'll find it attached. Please use it for the size/placement for steering. The tends are great. Exactly as prescribed. I'm going to go ahead and say we need that for every character! Hopefully it'll be easier if you do them at all once.
> It's fine if I don't see these until after Christmas week.
> Enjoy the holidays!
> cheers,
> Joel
>
>
> On Tue, Dec 17, 2013 at 8:27 PM, Cary Dube <ghost...@gmail.com> wrote:
>
> woops forgot to attach the templates.
>
>
> On Tue, Dec 17, 2013 at 11:25 PM, Cary Dube <ghost...@gmail.com> wrote:
>
> Hey here's last weeks stuff.
>
> I wanted to run a few things by you before I kept going on these animations. So I did one animation sort of like the tend that you mentioned above which you'll see on a few characters. Basically the motion is a kneel and throw animation that could be used for dumping water, picking up cannonballs etc. I put a basic bucket in as a template which Ill include as well. I had meant to do the able seaman as well but at some point I mixed up which characters I was working on.
>
> You also mentioned manning the helm, and I didnt really think a kneeling animation would work for that so I did a sort of steering wheel test on a couple characters. I used a wheel template for placement which Ill also attach.
>
> Anyway both animations are quick and easy to produce and I can easily do either for every character so let me know what you guys think. If there are any corrections in terms of things like item size and wheel placement I can make those as well.
>
> On another note Im going to be heading home for the holidays after this week, so I wont be able to work for most of the week of Christmas. I could maybe do one or two animations if you needed me to later in the week.
>
> -Cary
>
>
Hey Cary,Great work on these! They all work really well with the current assets. I've paid out your invoice.For the 1099misc, interestingly enough you are my only contractor I've paid over 600$ to. I'll have to apply for a federal employer ID, and I'll get it to you asap.Here are the next two items on our list:1.) We've gotten our combat prototype working, and we're starting to notice some inconsistencies and polish items. We need an attack left animation for the brute because his tattoo makes him hard to mirror.2.) For the next category of animations we wanted to try an idle animation for every character. The idle would just consist of a simple pixel shift in the chest/waist to indicate breathing. We need one for facing left, facing right, and facing down. Feel free to do them for the able seaman, captain, and first mate first so we can discuss them.
Thanks for the great work! Let me know if you have any questions!cheers,Joel
On Mon, Feb 3, 2014 at 6:31 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey guys
> cheers,
> Joel
>
>
> On Tue, Dec 17, 2013 at 8:27 PM, Cary Dube <ghost...@gmail.com> wrote:
>
> woops forgot to attach the templates.
>
>
> On Tue, Dec 17, 2013 at 11:25 PM, Cary Dube <ghost...@gmail.com> wrote:
>
> Hey here's last weeks stuff.
>
> I wanted to run a few things by you before I kept going on these animations. So I did one animation sort of like the tend that you mentioned above which you'll see on a few characters. Basically the motion is a kneel and throw animation that could be used for dumping water, picking up cannonballs etc. I put a basic bucket in as a template which Ill include as well. I had meant to do the able seaman as well but at some point I mixed up which characters I was working on.
>
> You also mentioned manning the helm, and I didnt really think a kneeling animation would work for that so I did a sort of steering wheel test on a couple characters. I used a wheel template for placement which Ill also attach.
>
> Anyway both animations are quick and easy to produce and I can easily do either for every character so let me know what you guys think. If there are any corrections in terms of things like item size and wheel placement I can make those as well.
>
> On another note Im going to be heading home for the holidays after this week, so I wont be able to work for most of the week of Christmas. I could maybe do one or two animations if you needed me to later in the week.
>
> -Cary
>
>
Hey guys
I kept the idle animations super simple, just a one pixel shift up, because at that size any shift looks pretty extreme. I was worried they were going to look like they were doing some sort of crazy shrug maneuver but at 100 percent I think they actually look really good. Anyway I'm done all the stuff you guys gave me and I've got plenty of time this weekend so if you want to give me some more stuff to do that would be great. Oh also I noticed that you didn't ask for an up idle animation so I didn't do that but obviously I can do that as well.ThanksCary
On Wed, Feb 5, 2014 at 11:54 PM, Joel DuBray <joeld...@gmail.com> wrote:
Hey Cary,Great work on these! They all work really well with the current assets. I've paid out your invoice.For the 1099misc, interestingly enough you are my only contractor I've paid over 600$ to. I'll have to apply for a federal employer ID, and I'll get it to you asap.Here are the next two items on our list:1.) We've gotten our combat prototype working, and we're starting to notice some inconsistencies and polish items. We need an attack left animation for the brute because his tattoo makes him hard to mirror.2.) For the next category of animations we wanted to try an idle animation for every character. The idle would just consist of a simple pixel shift in the chest/waist to indicate breathing. We need one for facing left, facing right, and facing down. Feel free to do them for the able seaman, captain, and first mate first so we can discuss them.
Thanks for the great work! Let me know if you have any questions!cheers,Joel
On Mon, Feb 3, 2014 at 6:31 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey guys
> cheers,
> Joel
>
>
> On Tue, Dec 17, 2013 at 8:27 PM, Cary Dube <ghost...@gmail.com> wrote:
>
> woops forgot to attach the templates.
>
>
> On Tue, Dec 17, 2013 at 11:25 PM, Cary Dube <ghost...@gmail.com> wrote:
>
> Hey here's last weeks stuff.
>
> I wanted to run a few things by you before I kept going on these animations. So I did one animation sort of like the tend that you mentioned above which you'll see on a few characters. Basically the motion is a kneel and throw animation that could be used for dumping water, picking up cannonballs etc. I put a basic bucket in as a template which Ill include as well. I had meant to do the able seaman as well but at some point I mixed up which characters I was working on.
>
> You also mentioned manning the helm, and I didnt really think a kneeling animation would work for that so I did a sort of steering wheel test on a couple characters. I used a wheel template for placement which Ill also attach.
>
> Anyway both animations are quick and easy to produce and I can easily do either for every character so let me know what you guys think. If there are any corrections in terms of things like item size and wheel placement I can make those as well.
>
> On another note Im going to be heading home for the holidays after this week, so I wont be able to work for most of the week of Christmas. I could maybe do one or two animations if you needed me to later in the week.
>
> -Cary
>
>
Hey sorry I just went to check my email and realized I totally forgot to do this. Ill just text it to you right now.-CaryOn Fri, Feb 14, 2014 at 12:58 AM, Joel DuBray <joeld...@gmail.com> wrote:Hey man,Cool beans, and I totally understand.Give me a call tomorrow soon as you get home, (7pm your time, or 4pm my time.) 650-644-6694We'll make it quick since I'll still be at work and you'll wanna start your Friday night.cheers,Joel
On Thu, Feb 13, 2014 at 3:39 PM, Cary Dube <ghost...@gmail.com> wrote:Hey no problem.If you don't mind I'd rather tell it to you via skype or phone or something rather than email it. Also Im pretty much done with the idles I just haven't saved them as pngs yet so if you guys have more stuff for me to do this week feel free to let me know. I could skype or hangout or whatever any time after work tomorrow (I get home around 7 my time). Anyway let me know whatever works for you.-Cary
On Wed, Feb 12, 2014 at 11:24 PM, Joel DuBray <joeld...@gmail.com> wrote:
Hey Cary,I've paid out the invoice. Sorry for the delay again, but I need your SSN for the 1099. I'll email you a copy as soon as I receive it.cheers,Joel
On Tue, Feb 11, 2014 at 6:03 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey guysSounds good. Ill definitely have those finished by Wednesday although I may not be able to send them to you due to a crazy ice storm we're supposed to get. Either way Ill still be able to check my email on my phone so feel free to send me more work for the second half of the week. Oh and thanks for getting on that tax stuff. Also here's the invoice for last weeks work.-Cary
Alright here's this week's work and invoice.Ill include walkleft2 sprites for anyone I didn't already have a walk cycle done for. A lot of these were just mirrors of the corresponding right facing sprites but some of the more asymmetrical characters (ambassador, stoker, etc.) were a little more complex, but either way Ill include them all for consistency.-Cary
On Sat, Feb 15, 2014 at 6:26 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey sorry I just went to check my email and realized I totally forgot to do this. Ill just text it to you right now.-Cary
On Fri, Feb 14, 2014 at 12:58 AM, Joel DuBray <joeld...@gmail.com> wrote:
Hey man,Cool beans, and I totally understand.Give me a call tomorrow soon as you get home, (7pm your time, or 4pm my time.) 650-644-6694We'll make it quick since I'll still be at work and you'll wanna start your Friday night.cheers,Joel
On Thu, Feb 13, 2014 at 3:39 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey no problem.If you don't mind I'd rather tell it to you via skype or phone or something rather than email it. Also Im pretty much done with the idles I just haven't saved them as pngs yet so if you guys have more stuff for me to do this week feel free to let me know. I could skype or hangout or whatever any time after work tomorrow (I get home around 7 my time). Anyway let me know whatever works for you.-Cary
On Wed, Feb 12, 2014 at 11:24 PM, Joel DuBray <joeld...@gmail.com> wrote:
Hey Cary,
I've paid out the invoice. Sorry for the delay again, but I need your SSN for the 1099. I'll email you a copy as soon as I receive it.cheers,Joel
On Tue, Feb 11, 2014 at 6:03 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey guys
Sounds good. Ill definitely have those finished by Wednesday although I may not be able to send them to you due to a crazy ice storm we're supposed to get. Either way Ill still be able to check my email on my phone so feel free to send me more work for the second half of the week. Oh and thanks for getting on that tax stuff. Also here's the invoice for last weeks work.-Cary
Hey guys
Sorry for the delay this week. Ive been pretty busy lately and it took a little bit to get everything from last week organized etc. Okay so I noticed that some of the ships had larger rowing benches that looked big enough to accommodate two characters so I set up the rowing animations to work for teams of two. You'll see what I mean when you get into the attachments. I went through quite a bit of trial and error with this animation, but once I got it set up it was fairly easy to replicate so it should take much less time if you need it for other characters in the future.I also wasn't sure how you would want these files saved so I included a few options. Attached you'll find the sailor and captive animations as well as the oar by themselves. You'll notice that the arms, and in the case of the captive the head as well, are detached in the third frame, this is because the oar needs to go in between the two layers. I also am including fully assembled versions wherein the oar is included in the sprites. I've set up the able seaman for both positions on the bench, but only saved the first position for the captive so let me know if you would like the second as well and I can easily save that for you in the same manner. I was using the position in relation to the oar that Ive labeled as the first position for my tests on ships with the smaller single character bench, although either position would work. Finally Ive included a gif of a team of able seamen rowing one of the ships to demonstrate what Im talking about.I know this is all a little complicated so let me know if you have any questions and as always if you have any corrections or concerns. If not feel free to let me know what you'd like me to accomplish this week and Ill get started on it tomorrow.Thanks-Cary
Oh! Great question. We want one rower per bench. It's a matter of easier unit selection, but we can adjust it in house if we decide two is aesthetically more important.Thanks man!cheers,JoelOn Mon, Mar 3, 2014 at 9:48 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey no problem I figure you guys just didnt have any work for me for the week.Anyway I can switch to a front facing animation. I was thinking as I was doing it that it would work a lot smoother as a six frame animation so I think that will really help. Since Im changing the direction they're facing they definitely won't be leaning back as far anyway due to the perspective. Was I correct in assuming the characters will have to be able to work in two man teams? I would do a much deeper stroke with more angle on the oar if not.Ill put the work from this week on the same invoice and bill in two week cycles from now on, thats no problem.Alright well I think thats it for me. Ill let you know if any more questions come up.-Cary
Hey Cary,Thanks for these. They look great, but because it's finals week my team hasn't had a chance to implement them. I'm sure they'll look great in game.Next we can finish the outstanding walk animations. According to my burndown we still have Walk up, down, left, and right for Ambassador, Bosun, Gunnery Officer, Merchant, Nagivator, Scrounger, Stoker to do.
Let me know if you have questions! I've paid out the updated invoice #17.cheers,Joel
On Sun, Mar 9, 2014 at 8:49 PM, Cary Dube <ghost...@gmail.com> wrote:
Alright here's the update for this week. The characters animations are used for two frames each so I labeled them with which frames they are used for and the arms are separate on all frames now because they are facing forward. Most of the changes between three and six frames are in the oar. Being able to show the transition from above the water to in the water makes a huge difference in the smoothness of the motion. Oh also when I was doing the animations facing the opposite direction they were based on the up idle sprites and seeing as I didn't have one for the captive I whipped one up to work off of. I meant to send that along last time but I forgot so Ill attach it now. Finally I've got the revised invoice 17 so just to be super clear we are disregarding the previous invoice 17 and replacing it with this one and all invoices from this point on will include a two week span and have a due date one week after the end of the billing period.Okay as always let me know if there is anything else you need.-Cary
On Tue, Mar 4, 2014 at 4:40 PM, Joel DuBray <joeld...@gmail.com> wrote:
Oh! Great question. We want one rower per bench. It's a matter of easier unit selection, but we can adjust it in house if we decide two is aesthetically more important.Thanks man!cheers,Joel
On Mon, Mar 3, 2014 at 9:48 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey no problem I figure you guys just didnt have any work for me for the week.Anyway I can switch to a front facing animation. I was thinking as I was doing it that it would work a lot smoother as a six frame animation so I think that will really help. Since Im changing the direction they're facing they definitely won't be leaning back as far anyway due to the perspective. Was I correct in assuming the characters will have to be able to work in two man teams? I would do a much deeper stroke with more angle on the oar if not.Ill put the work from this week on the same invoice and bill in two week cycles from now on, thats no problem.Alright well I think thats it for me. Ill let you know if any more questions come up.-Cary
Hey guys
Thanks for the prompt payment as always. That sounds good Ill get to work on those walk cycles today. It looks like I don't have one for the Captive either so I can do that one as well if needed.On an unrelated note, I am applying for some industry jobs to try to replace my current day job with something more meaningful, and Id like to add my work on this project to my resume. I'd like to know how I should credit this project and what specifically I can list myself as. Just freelance animator or character artist or whatever is fine but a more impressive title would obviously be appreciated. Also if you guys have a website/blog or any other contact information you would like me to include Id be happy to link to your project in any fashion you prefer. I know you are keeping this mostly under wraps so far so if you would like me to be extremely vague ("mobile title currently in development" or something) that's perfectly fine too, I just want to make sure we are on the same page. I should also note that in keeping with our NDA I am not planning on showing any work from this project in my portfolio, I'm just planning on adding it to my resume to show that I have been working on games.ThanksCary
On Tue, Mar 11, 2014 at 11:04 PM, Joel DuBray <joeld...@gmail.com> wrote:
Hey Cary,
Thanks for these. They look great, but because it's finals week my team hasn't had a chance to implement them. I'm sure they'll look great in game.Next we can finish the outstanding walk animations. According to my burndown we still have Walk up, down, left, and right for Ambassador, Bosun, Gunnery Officer, Merchant, Nagivator, Scrounger, Stoker to do.
Let me know if you have questions! I've paid out the updated invoice #17.cheers,Joel
On Sun, Mar 9, 2014 at 8:49 PM, Cary Dube <ghost...@gmail.com> wrote:
Alright here's the update for this week. The characters animations are used for two frames each so I labeled them with which frames they are used for and the arms are separate on all frames now because they are facing forward. Most of the changes between three and six frames are in the oar. Being able to show the transition from above the water to in the water makes a huge difference in the smoothness of the motion. Oh also when I was doing the animations facing the opposite direction they were based on the up idle sprites and seeing as I didn't have one for the captive I whipped one up to work off of. I meant to send that along last time but I forgot so Ill attach it now. Finally I've got the revised invoice 17 so just to be super clear we are disregarding the previous invoice 17 and replacing it with this one and all invoices from this point on will include a two week span and have a due date one week after the end of the billing period.Okay as always let me know if there is anything else you need.-Cary
On Tue, Mar 4, 2014 at 4:40 PM, Joel DuBray <joeld...@gmail.com> wrote:
Oh! Great question. We want one rower per bench. It's a matter of easier unit selection, but we can adjust it in house if we decide two is aesthetically more important.Thanks man!cheers,Joel
On Mon, Mar 3, 2014 at 9:48 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey no problem I figure you guys just didnt have any work for me for the week.Anyway I can switch to a front facing animation. I was thinking as I was doing it that it would work a lot smoother as a six frame animation so I think that will really help. Since Im changing the direction they're facing they definitely won't be leaning back as far anyway due to the perspective. Was I correct in assuming the characters will have to be able to work in two man teams? I would do a much deeper stroke with more angle on the oar if not.Ill put the work from this week on the same invoice and bill in two week cycles from now on, thats no problem.Alright well I think thats it for me. Ill let you know if any more questions come up.-Cary
Hey Cary,I'd be more than happy to be listed as a reference. Thanks for asking me first.cheers,JoelOn Sat, Mar 15, 2014 at 6:19 PM, Cary Dube <ghost...@gmail.com> wrote:Awesome thanks having that stuff in my portfolio will really help. On that note I need a few professional references for an application and I was hoping I could put you down as one as this is one of my most recent and longest running game industry jobs. I think I have all the necessary contact info, I just wanted to make sure it was okay with you before I sent it out. I totally understand if you're not comfortable with that, don't worry about it, but I would really appreciate it.ThanksCary
Hey Cary,Here are 6 environment assets to get you started.A fire sprite that occupies a 32x32 tile. There will be 3 states of it, so 3 separate files.First state: barely candle size tinder around the edges of the tileSecond state: medium sized fire that covers about half of tile.Final state: large blaze that fills entire 32x32 tile.Once I have approved the three states/growth transition of the fire, we can animate it.The perspective should match the characters, and the level of detail should follow. I think you have a good grasp on our minimalist jrpg aesthetic.The other three pieces are variations of a cannon: (http://piratesofamerica.com/Pirates_of_America/More_Pirate_Weapons_files/Cannon%201.png)Short barrel: wider mouth and all around fatter, but with a barrel at least half in length.Long barrel: this can be the standard cannon from the reference imageSpecial: this one should be similar in length/size to the long barrel, but it should be much more ornate and decorative: (http://piratesofamerica.com/Pirates_of_America/More_Pirate_Weapons_files/Cannon%202.png).I've attached our placeholder cannon we mocked up, the perspective is off, and it's not very detailed, but it should give you an idea of the length/size we've been working with.
Let me know if you have any questions!cheers,Joel
On Fri, Mar 21, 2014 at 7:46 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey no problem, I hope GDC was cool.Yeah I can definitely try some environment stuff. Feel free to send it over.-Cary
On Fri, Mar 21, 2014 at 7:39 PM, Joel DuBray <joeld...@gmail.com> wrote:Sorry man, was at GDC all week. We are pausing the character art pipeline until we finish the web build.Would you like to try your hand at enviroment accents? We have a few outstanding set pieces such as cannons, fire, helms ect.If you wanted to take a crack at them, I could send you a list.cheers,JoelOn Thu, Mar 20, 2014 at 6:23 AM, Cary Dube <ghost...@gmail.com> wrote:
Hey no problem. That will only take me an hour or so, is there anything else you'd like done this week.
Thanks for the update, Cary. I'll only be surprised by 18 hours if you return the same reference blast I gave you! Haha, no worries man.I'll send new work along as soon as I have some.Good luck with your computer issues!cheers,JoelOn Sun, Mar 30, 2014 at 9:04 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey guys.
So unfortunately I'm having some computer troubles so I won't be able to send an update tonight. I should be able to fix it and get that out to you in the next day or so, sorry for the delay. Work is coming along well, these larger 12 frame animations take a lot more legwork to finish. So far I have all three cannons firing and I'm done with the three frame animations for the fire. The muzzle blast animations I'm still working on so I should have those done this week. As I said these larger animations take a lot more time, I put in about 18 hours of work this week. This is fine by me, I only mention it so you won't be surprised by the invoice. On that note, feel free to send me anything else you'd like me to accomplish this week, and if not I'll just finish up those muzzle blasts.
Alright I guess that's it for me. Sorry again about the delay. I'll pass on my finished work as soon as I get this issue resolved.
Thanks
-Cary
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Awesome, Cary. Thanks a ton for these! They look fantastic. What timing are you using? 0.2 sec?
I look forward to seeing the muzzle blasts.cheers,Joel
On Mon, Mar 31, 2014 at 8:30 PM, Cary Dube <ghost...@gmail.com> wrote:
Alright here we go.Im happy to report that my computer is back up and running. I did lose some progress on the long cannon blast, but it should be stuff that I can recreate in no time now that Ive got the timings and whatnot figured out and I can use the other in progress muzzle blasts as templates. In any case here are the fire and cannon firing animations, and Ill get those muzzle blasts over to you as soon as possible.Thanks-Cary
On Mon, Mar 31, 2014 at 2:16 PM, Joel DuBray <joeld...@gmail.com> wrote:
Thanks for the update, Cary. I'll only be surprised by 18 hours if you return the same reference blast I gave you! Haha, no worries man.I'll send new work along as soon as I have some.Good luck with your computer issues!
cheers,Joel
Awesome. I was looking at it at .1, .2, and .5 seconds per frame. It looks great no matter what timing, but .8 total is helpful to know for our tuning.For the future animations, can you send gif's as well as the zips?Keep up the great work!cheers,Joel
On Wed, Apr 2, 2014 at 1:55 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey I just realized I accidentally started a new thread with that last email so Im just going to repeat it here for the sake of consistency. I've been using .08 seconds so the whole animation takes just under a second. Ill attach a gif to demonstrate the timing.ThanksCary
On Tue, Apr 1, 2014 at 11:14 PM, Joel DuBray <joeld...@gmail.com> wrote:
Awesome, Cary. Thanks a ton for these! They look fantastic. What timing are you using? 0.2 sec?
I look forward to seeing the muzzle blasts.cheers,Joel
On Mon, Mar 31, 2014 at 8:30 PM, Cary Dube <ghost...@gmail.com> wrote:
Alright here we go.Im happy to report that my computer is back up and running. I did lose some progress on the long cannon blast, but it should be stuff that I can recreate in no time now that Ive got the timings and whatnot figured out and I can use the other in progress muzzle blasts as templates. In any case here are the fire and cannon firing animations, and Ill get those muzzle blasts over to you as soon as possible.Thanks-Cary
On Mon, Mar 31, 2014 at 2:16 PM, Joel DuBray <joeld...@gmail.com> wrote:
Thanks for the update, Cary. I'll only be surprised by 18 hours if you return the same reference blast I gave you! Haha, no worries man.I'll send new work along as soon as I have some.Good luck with your computer issues!
cheers,Joel
Hey guys here's the update for last week.These blast animations were pretty complex and not easy to replicate so they took a pretty significant amount of time. I haven't gotten to the environment tiles yet so that's what Ill be starting on next, but feel free to send me anything else you'd like done this week as well. I figured these animations should sync with the cannon firing ones so I left the first three frames when the cannon isn't actually firing blank. I included the blank frames for the sake of timing although I'm not sure that was necessary. Let me know if I was incorrect about the frame count and I can add some extra transition frames to make the animations run smoother and fill out the twelve frames. I also left room for the cannon in the pngs so that the files will align along the right edge as I figured that would make them easier to use. The timing is the same as the firing animations, 0.08 seconds. Anyway let me know if you need anything changed about these, they shouldn't be too hard to edit now that Ive got them established.ThanksCary
On Wed, Apr 2, 2014 at 5:00 PM, Joel DuBray <joeld...@gmail.com> wrote:
Awesome. I was looking at it at .1, .2, and .5 seconds per frame. It looks great no matter what timing, but .8 total is helpful to know for our tuning.For the future animations, can you send gif's as well as the zips?Keep up the great work!cheers,Joel
On Wed, Apr 2, 2014 at 1:55 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey I just realized I accidentally started a new thread with that last email so Im just going to repeat it here for the sake of consistency. I've been using .08 seconds so the whole animation takes just under a second. Ill attach a gif to demonstrate the timing.ThanksCary
On Tue, Apr 1, 2014 at 11:14 PM, Joel DuBray <joeld...@gmail.com> wrote:
Awesome, Cary. Thanks a ton for these! They look fantastic. What timing are you using? 0.2 sec?
I look forward to seeing the muzzle blasts.cheers,Joel
On Mon, Mar 31, 2014 at 8:30 PM, Cary Dube <ghost...@gmail.com> wrote:
Alright here we go.Im happy to report that my computer is back up and running. I did lose some progress on the long cannon blast, but it should be stuff that I can recreate in no time now that Ive got the timings and whatnot figured out and I can use the other in progress muzzle blasts as templates. In any case here are the fire and cannon firing animations, and Ill get those muzzle blasts over to you as soon as possible.Thanks-Cary
On Mon, Mar 31, 2014 at 2:16 PM, Joel DuBray <joeld...@gmail.com> wrote:
Thanks for the update, Cary. I'll only be surprised by 18 hours if you return the same reference blast I gave you! Haha, no worries man.I'll send new work along as soon as I have some.Good luck with your computer issues!
cheers,Joel
Hey Cary,
These are b-e-a-utiful. Thank you for sending the gifs too, it was very helpful. There is one note I have. The end of the animation feels like it's rewinding with the smoke going back into the barrel. I'd prefer it if the smoke just kept moving left and dispersed. So for frames 10, 11, and 12 instead of having it shrink: we should have it disperse into smaller clouds moving left until it's all gone. Think of it as if an invisible force of wind comes after the cannon ball, and it pushes all the smoke out and erases it. This will give it a real sense of power and shockwave, and a full/solid reset so it doesn't feel like it's looping (there'll be anywhere between 3-12 secs between shots).I look forward to the arena stuff! Thanks for the great work!cheers,Joel
On Mon, Apr 7, 2014 at 10:49 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey guys here's the update for last week.These blast animations were pretty complex and not easy to replicate so they took a pretty significant amount of time. I haven't gotten to the environment tiles yet so that's what Ill be starting on next, but feel free to send me anything else you'd like done this week as well. I figured these animations should sync with the cannon firing ones so I left the first three frames when the cannon isn't actually firing blank. I included the blank frames for the sake of timing although I'm not sure that was necessary. Let me know if I was incorrect about the frame count and I can add some extra transition frames to make the animations run smoother and fill out the twelve frames. I also left room for the cannon in the pngs so that the files will align along the right edge as I figured that would make them easier to use. The timing is the same as the firing animations, 0.08 seconds. Anyway let me know if you need anything changed about these, they shouldn't be too hard to edit now that Ive got them established.ThanksCary
On Wed, Apr 2, 2014 at 5:00 PM, Joel DuBray <joeld...@gmail.com> wrote:
Awesome. I was looking at it at .1, .2, and .5 seconds per frame. It looks great no matter what timing, but .8 total is helpful to know for our tuning.For the future animations, can you send gif's as well as the zips?Keep up the great work!cheers,Joel
On Wed, Apr 2, 2014 at 1:55 PM, Cary Dube <ghost...@gmail.com> wrote:
Hey I just realized I accidentally started a new thread with that last email so Im just going to repeat it here for the sake of consistency. I've been using .08 seconds so the whole animation takes just under a second. Ill attach a gif to demonstrate the timing.ThanksCary
On Tue, Apr 1, 2014 at 11:14 PM, Joel DuBray <joeld...@gmail.com> wrote:
Awesome, Cary. Thanks a ton for these! They look fantastic. What timing are you using? 0.2 sec?
I look forward to seeing the muzzle blasts.cheers,Joel
On Mon, Mar 31, 2014 at 8:30 PM, Cary Dube <ghost...@gmail.com> wrote:
Alright here we go.Im happy to report that my computer is back up and running. I did lose some progress on the long cannon blast, but it should be stuff that I can recreate in no time now that Ive got the timings and whatnot figured out and I can use the other in progress muzzle blasts as templates. In any case here are the fire and cannon firing animations, and Ill get those muzzle blasts over to you as soon as possible.Thanks-Cary
On Mon, Mar 31, 2014 at 2:16 PM, Joel DuBray <joeld...@gmail.com> wrote:
Thanks for the update, Cary. I'll only be surprised by 18 hours if you return the same reference blast I gave you! Haha, no worries man.I'll send new work along as soon as I have some.Good luck with your computer issues!
cheers,Joel