On the last day of April, we are at 45 comics. Enough to have a backlog of a month, right? Well, technically, yes. I’d like to go another month before I pull the trigger so I can be more selective, but I’m very pleased with how I’m going.
My comic template has lines pre-scribed so I can divide the panels in half if I want. I tested that for the first time today.
It works well enough. Ideally, we’d export with that center strip transparent instead of white, but we’ll let it be for now.
At the moment, I have a pattern of 1 comic on my days off, and 2-5 on my days on. So far, it has balanced out so that on my days on, I scan in 4 comics, so that’s nice. The plan is to keep production ramped up for a month, then produce a book, a website, the subscription, etcetera.
The ultimate plan is to always do at least one strip a day to keep my backlog, but to work full time on projects like Awesome Moments, Last Legend, or what have you in one-month blocks, then switch to a month of going all out on the comic to keep the backlog up. The comic will always be available free online, and as cheap paperbacks, but those who want can subscribe to fund my undertakings, and then individual, higher quality projects will be prototyped in the comic, crowdfunded, and produced.
RE: ADHD Unleashed…
I have a few thoughts there, but we’ll come back to that after we get some chores handled.
So, on a lark, I decided to try printing out templates to just draw twitter/KDP formatted comics on. And the idea, then, was I would just draw whatever I felt like. Hopefully, with the constraint that I am just scribbling ideas down, I can generate 2 or more per day, and after a month or two, show up with the best 30.
After my visit with my man, Greg, last weekend, I decided that trying to make things cheaply and quick needed to take a back seat to considering why a thing is awesome and looking for the awesomeness. My man, Greg, said, of spending more time and effort on a project, “is that effort worthwhile?”
While I mulled it over, I tinkered with making an HD hand drawn game.
After debating it for a while, I realized that hand drawing a black and white, three panel comic is not bad. I just need to be focusing on creating the best thing I can rather than being as efficient as I can. So I jumped back on the train of trying to crank out 2+ comics a day. And this time, I just jumped into trying to make Jump the Shark / Crossover Arcade.
The art is getting nicer and nicer. There are some really good moments. I’m starting to be actually proud of some of the stuff I’m cranking out.
But the thing is, I’m not just alpha-testing my kids’ books as a comic. I’m dumping anything I think of on the page. I’m using this format to exorcise my inventions. Then I can further develop any that I consider worthwhile. So, interspersed with me laying down the start of a Jump the Shark story, this happens:
So, for the next few weeks, my plan is to keep cranking out comics, keep praying and considering my next move. When I’m active on producing a project, such as when I do the Kickstarter for Awesome Moments, I will aim at a maintenance pace of one comic per day. Otherwise I’ll try to alternate months of building up backlog (2+ per day) and months of maintaining. But today, I may, may work on creating an animated mini knight sprite instead.
Because I can’t find my pens. Which is pretty serious. And will be the focus of an intense search once the house is roused, but I’ve gone as far as I can without rousing the house, and I need to tap my creative hours while I still got ’em.
So, the first step in building a part-swap based character is what I call the Solar Guard. The Solar Guard is low resolution, and has as many spikes sticking out as far as possible, so that future characters drawn over the top of the solar guard have plenty of room for crests, ornamentation, and the like. That’s this guy:
And the solar guard for my robots?
I figured a spear and a shield would be a good way to get maximum size and make sure enough space was reserved in the picture, and this certainly looks cool but… I’m rethinking that. I’m starting to think I want to approach the arms differently. Create something more universal and less dedicated for the base arm, and have shields, spears, etcetera, fold out when used.
Cache Miss? Crossover Arcade? Alpha Test?
To be honest, I’m thinking of naming the comic Brain Dump, or else, ADHD On Purpose. My one guiding principle is I have no guiding principles. If I have a thought and my pens, down goes a 3-panel comic. My hope is that if I produce fast enough and many enough, eventually I will be able to curate quality stories out of a mountain of mostly trash drawings.
Thanks to a retreat last weekend with my best friend, I realized that I’ve been focusing heavily on what is pragmatic in my constant quest for a golden workflow road.
No project is worth doing unless it’s full of awesome. Now, all of my projects have that potential, but I have not been specifically seeking that potential out. I’ve been looking for a way to do cheap and easy, instead of investing time.
I’m not sure how this revelation (which I need to rediscover from time to time) is going to shape projects in the immediate future. Awesome Moments itself may resume being my focus on the other side of the Weekend. However, we shall see.
In the mean time, here’s a workflow for making HD animations using Spriter & Krita:
Step 1: create prototype graphics at half size. Be careful about form and posture, and sloppy about everything else. The initial version of a character, especially if I intend to use character maps, should have out-jutty things designed to ensure each part takes up as much space as it ever likely will.
Here’s the Solar Guard, created for that exact purpose:
Step 2: Export at 4X size (that is, 2x the intended size; 4x the ‘sketch’ size) and animate in Spriter. Here, I am intending to shrink the graphic in Unity. By going to 4X size, I can allow for an amount of zooming without losing detail.
Step 3: Open the generated graphics in Krita and save them as *.kra files. Double the size once more, draw final quality art on new layers, then export it to a new skin folder at half size as png.
Apply skin in Spriter and see how it looks.
I may abandon shading on characters, in line with old cartoons where the backdrops were carefully painted and shaded, but the characters had flat coloring except in extreme situations. But I am content with this workflow and this art style.
I think after I’m done with Awesome Moments and in between books, I’m going to work on making a hand drawn game with Piqha. Maybe it’ll be an RPG. Maybe a platformer. Maybe I’ll work on both and see what happens. Maybe I’ll backburner Awesome Moments until my heart is in it again.
We’ll see what happens. But I need to feed my kid and the farm aminals.
What if the handheld game console on which the sprites lived was a spaceship. Or more accurately, a ship designed to navigate the Dream, where stories have substance. And a piqha family uses that ship to rescue story characters who are being jettisoned by a mind virus that is ravaging the fictional worlds of the Dream.
It’s Wreck it Ralph meets Kingdom Hearts. Except politically too on the nose.
But the on-the-noseness will abate as the concept sees development. As I work out the rules of the reality and the motivations of the characters.
I think this is it. I think I’ve solved my story equation.
Only problem is this thing. This thing ain’t no spaceship.
The PDF of the Awesome Moments draft is done and can be downloaded here. Right now, I’ve just posted it to my subscribestar on a public post (so you don’t have to offer me money to get it).
Awesome Moments 1, maybe all of Awesome Moments, was always meant to be freely available to anyone. I want money, yeah, but I want people to have easy access to my religion even more. I think ultimately, the PDF of the finished book is going to be available on gumroad or something.
Yesterday I slept through my alarm and, being between tasks on the Awesome Moments project, made some half-hearted stabs at setting up the Kickstarter. There’s going to be a hiccup in the process of getting that going: despite it being several months since moving states, I still don’t have a lot of paperwork sorted out. So I guess getting my paperwork sorted is now officially working on my book!
Proofs are in the mail.
I included 4 ‘blank’ pages at the end of the proof, in case I decide I need to insert more pages to make the book work. Any more than 4, and I have to remove pages to get pages. Ideally, they remain blank, and I can use them in future prints to advertise the later books in the series.
But my brother suggested that any blank pages at the back of the book be turned into coloring pages. “Kids are going to color in books either way. Might as well have an officially sanctioned place for ’em to do it,” he reasons.
Well, it’s not a terrible. idea. In fact, I would like to make coloring books. I have avoided doing so thus far simply because I’ve yet to dig out a POD service like unto KDP in ease of use, and because everything I’ve made doesn’t naturally fit that format without extra work.
I broached the idea of making storybooks and just not coloring them on twitter and someone suggested the obvious thing I was missing:
I’m not sure if I’m going to take that tack with Awesome Moments 1, or wait until my next book. It’s a tiny bit of bonus work, but it may be worthwhile just so I can sell a version of the book for $4 instead of $12.
I always get hung up on the price of my products. I should charge top dollar and make it worth my while, but I’m podunk, born and bred, and I want my people to be able to buy my stuff.
First thing I need to be able to do is chain actions together. Which means I need a way to know when they are completed. So here’s the plan: I’ll run a co-routine that passes the time, and activates the next action in a chain when it’s done.
We’ll test it by having two dialogues in a row with different ‘speakers’.
Sweet. Only had to squash two major bugs to pull this off in a psuedo-hacky way. That’s not gonna come back to bite me at all!
Now that we can put dialogue before choices, we need a choice menu. Ugh. I feel my motivation drying up.
Tomorrow I rest, and the next day, I begin work on a new project. Nothing to do but charge forward! WAKANDA FOREVER!
So, tinkering around with this, I’ve got a menu made up, and I’m starting to rig code to it…
I think I want to make an action queue. Like, in general. Every time an action is taken, it gets added to the queue rather than executed. Then, each action is run until it is completed or aborted, and the next action comes off the queue. This is fundamentally different to what I’m doing now… I’m just running every action right away, and when I want to string together a list — and only then –, I do this hacky thing where I go over the list in a coroutine, moving to the next a quarter of a second after I determine that one is done.
I don’t like it. It feels messy. It feels like strings of actions, each waiting for the previous one to complete, are going to be a frequent situation in an RPG.
I’m not sure. This seems like a drastic retooling. A “starting over” kind of situation. I want to build the best foundation I can, though, as I intend to run several games on this framework.
It’s worth additional thought. But my work time today is complete, and the day after tomorrow I will be working on a different project. So I’ll have some additional thought.
Time to leave myself extensive notes. Update the repo. And then draw caricatures of the King of Kings. Because I like to live dangerously.