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Currents Of War writing fixes
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docs/ProjectsLinks/currentsOfWar.htm

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<div class="pppHBar"></div>
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<br> The game jam was a collab jam, primarily consisting of 3 of us doing art and programming for <span class="textName">Currents of War</span>.
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<br>&nbsp;&nbsp; _ <span class="textName">ellipsis9</span> - Programming; Background-Battle Logic using character/enemy stats like a RPG, end more
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<br>&nbsp;&nbsp; _ <span class="textName">ellipsis9</span> - Programming; Background-Battle Logic using character/enemy stats like a RPG, and more
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<br>&nbsp;&nbsp; _ <span class="textName">F2ptach</span> - Programming &amp; some Art assets; Events Handling, Player Input, and more
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<br>&nbsp;&nbsp; _ <span class="textName">ProcStack</span><span class="textItalic textDrinkMeAlice">(me)</span> - Art &amp; Visual Programming; character state machine shader, shop &amp; item art, ui, and more
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<br><br> <div class="pppHBar"></div>
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I set up the shop, drew the items &amp; most of the shop with help on a couple assets, the adjustable ui, animated cursor, and characters.
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I set up the shop, the adjustable ui, animated cursor, characters, animations, and drew the items &amp; most of the shop assets with help on a couple of 'em by <span class="textName">F2ptach</span>.
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<br>&nbsp;&nbsp; I also wrote the code + shaders to handle animation &amp; dynamically coloring the character's faces, hair, &amp; armor.
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<br>
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<br> <span class="textNudge">For the art inspiration, I looked to</span> -
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<br>&nbsp;&nbsp; Gameboy Advance games like <span class="textName">Zelda Minish Cap</span>,
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textShrink textItalic">Everything should be outlined with similar color hues blended!</span>
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<br>&nbsp;&nbsp; Super Nintendo games like <span class="textName">Secret of Mana</span> &amp; <span class="textName">Final Fantasy 3/6</span>,
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textShrink textItalic">Fantasy character designs with some reason for details</span>
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textShrink textItalic">Fantasy character designs with reason for the details</span>
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<br>&nbsp;&nbsp; And Original Nintendo games like <span class="textName">River City Ransom</span>.
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textShrink textItalic">Character proportions and vibes.</span>
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textShrink textItalic">Character proportions &amp; vibes.</span>
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<br>
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<br> I wanted to create a semi 'tacky' weapons shop for the style.
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<br>&nbsp;&nbsp; To give some room for gags &amp; chicanery!
@@ -188,13 +188,15 @@
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<br>&nbsp;&nbsp; Felt good getting into pixel art, I've never done much of it before.
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<br>&nbsp;&nbsp;&nbsp;&nbsp; Was like my highschool photoshop exploration years all over again,
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<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; But a new musician this time.
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<br><br>&nbsp;&nbsp; <span class="textItalic">yeah photoshop for pixel art, pencil &amp; mask layers</span>
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textItalic">use what you know best!</span>
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<br><br>&nbsp;&nbsp; <span class="textItalic">yeah photoshop for pixel art
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<br>&nbsp;&nbsp;&nbsp;&nbsp; pencil &amp; mask layers</span>
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<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <span class="textItalic">use what you know best!</span>
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<br><br> Then I isolated all the limbs &amp; body parts of the characters on different layers in photoshop,
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<br>&nbsp;&nbsp; And used the <span class="textNudge">Puppet Tool</span> in <span class="textName">After Effects</span> to animate the idle breathe, walking, &amp; talking cycles.
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<br>&nbsp;&nbsp;&nbsp;&nbsp; Exporting in Draft mode to keep no anti-aliasing on the pixel art.
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<br>&nbsp;&nbsp; Letting me animate &amp; adjust quickly without having to draw out each frame.
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<br>&nbsp;&nbsp; <span class="textNudge">After Effects</span> let me quickly animate &amp; adjust without drawing out each frame.
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<div class="textSpacer"></div>
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<div class="pppHBar"></div>

docs/ProjectsLinks/currentsOfWar.htm.md

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The game jam was a collab jam, primarily consisting of 3 of us doing art and programming for Currents of War.
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_ ellipsis9 - Programming; Background-Battle Logic using character/enemy stats like a RPG, end more
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_ ellipsis9 - Programming; Background-Battle Logic using character/enemy stats like a RPG, and more
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_ F2ptach - Programming & some Art assets; Events Handling, Player Input, and more
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_ ProcStack(me) - Art & Visual Programming; character state machine shader, shop & item art, ui, and more
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I set up the shop, drew the items & most of the shop with help on a couple assets, the adjustable ui, animated cursor, and characters.
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I set up the shop, the adjustable ui, animated cursor, characters, animations, and drew the items & most of the shop assets with help on a couple of 'em by F2ptach.
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I also wrote the code + shaders to handle animation & dynamically coloring the character's faces, hair, & armor.
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@@ -42,11 +42,11 @@ A 'NPC Simulator' game made in Unity for the April 2025 itch.io gamejam 'Indie G
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Super Nintendo games like Secret of Mana & Final Fantasy 3/6,
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Fantasy character designs with some reason for details
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Fantasy character designs with reason for the details
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And Original Nintendo games like River City Ransom.
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Character proportions and vibes.
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Character proportions & vibes.
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I wanted to create a semi 'tacky' weapons shop for the style.
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But a new musician this time.
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yeah photoshop for pixel art, pencil & mask layers
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yeah photoshop for pixel art
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use what you know best!
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pencil & mask layers
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use what you know best!
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Then I isolated all the limbs & body parts of the characters on different layers in photoshop,
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And used the Puppet Tool in After Effects to animate the idle breathe, walking, & talking cycles.
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Exporting in Draft mode to keep no anti-aliasing on the pixel art.
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Letting me animate & adjust quickly without having to draw out each frame.
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After Effects let me quickly animate & adjust without drawing out each frame.
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One of the challenges was making sure the character's displayed with custom colors for their hair, face, armor, gloves/boots, and leggings.
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docs/pages/projects/currentsofwar.js

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<div class="pppHBar"></div>
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<br> The game jam was a collab jam, primarily consisting of 3 of us doing art and programming for <span class="textName">Currents of War</span>.
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<br>&nbsp;&nbsp; _ <span class="textName">ellipsis9</span> - Programming; Background-Battle Logic using character/enemy stats like a RPG, end more
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<br>&nbsp;&nbsp; _ <span class="textName">ellipsis9</span> - Programming; Background-Battle Logic using character/enemy stats like a RPG, and more
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<br>&nbsp;&nbsp; _ <span class="textName">F2ptach</span> - Programming & some Art assets; Events Handling, Player Input, and more
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<br>&nbsp;&nbsp; _ <span class="textName">ProcStack</span><span class="textItalic textDrinkMeAlice">(me)</span> - Art & Visual Programming; character state machine shader, shop & item art, ui, and more
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<br><br> <div class="pppHBar"></div>
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I set up the shop, drew the items & most of the shop with help on a couple assets, the adjustable ui, animated cursor, and characters.
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I set up the shop, the adjustable ui, animated cursor, characters, animations, and drew the items & most of the shop assets with help on a couple of 'em by <span class="textName">F2ptach</span>.
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<br>&nbsp;&nbsp; I also wrote the code + shaders to handle animation & dynamically coloring the character's faces, hair, & armor.
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<br>
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<br> <span class="textNudge">For the art inspiration, I looked to</span> -
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<br>&nbsp;&nbsp; Gameboy Advance games like <span class="textName">Zelda Minish Cap</span>,
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textShrink textItalic">Everything should be outlined with similar color hues blended!</span>
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<br>&nbsp;&nbsp; Super Nintendo games like <span class="textName">Secret of Mana</span> & <span class="textName">Final Fantasy 3/6</span>,
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textShrink textItalic">Fantasy character designs with some reason for details</span>
113+
<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textShrink textItalic">Fantasy character designs with reason for the details</span>
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<br>&nbsp;&nbsp; And Original Nintendo games like <span class="textName">River City Ransom</span>.
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textShrink textItalic">Character proportions and vibes.</span>
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textShrink textItalic">Character proportions & vibes.</span>
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<br>
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<br> I wanted to create a semi 'tacky' weapons shop for the style.
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<br>&nbsp;&nbsp; To give some room for gags & chicanery!
@@ -126,13 +126,15 @@ export const pageListingData = {
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<br>&nbsp;&nbsp; Felt good getting into pixel art, I've never done much of it before.
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<br>&nbsp;&nbsp;&nbsp;&nbsp; Was like my highschool photoshop exploration years all over again,
128128
<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; But a new musician this time.
129-
<br><br>&nbsp;&nbsp; <span class="textItalic">yeah photoshop for pixel art, pencil & mask layers</span>
130-
<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textItalic">use what you know best!</span>
129+
130+
<br><br>&nbsp;&nbsp; <span class="textItalic">yeah photoshop for pixel art
131+
<br>&nbsp;&nbsp;&nbsp;&nbsp; pencil & mask layers</span>
132+
<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <span class="textItalic">use what you know best!</span>
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<br><br> Then I isolated all the limbs & body parts of the characters on different layers in photoshop,
133135
<br>&nbsp;&nbsp; And used the <span class="textNudge">Puppet Tool</span> in <span class="textName">After Effects</span> to animate the idle breathe, walking, & talking cycles.
134136
<br>&nbsp;&nbsp;&nbsp;&nbsp; Exporting in Draft mode to keep no anti-aliasing on the pixel art.
135-
<br>&nbsp;&nbsp; Letting me animate & adjust quickly without having to draw out each frame.
137+
<br>&nbsp;&nbsp; <span class="textNudge">After Effects</span> let me quickly animate & adjust without drawing out each frame.
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<div class='textSpacer'></div>
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<div class="pppHBar"></div>

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