![]() When you want to trigger the animation you would do something like the below: ![]() As I said you could do this in code but this shortens the feedback loop and allows you to experiment a bit more freely with different effects. You can change a number of different properties such as rotation, scale, colour and position over time. The other thing I’m doing here is a a simple key frame positional move with the main boss sprite as it losses power. In this cases it allows you to stack explosions on top of one another to create a cool effect. You can drag existing sprites onto the sheet and play around with timings. ![]() The sequence itself is created in the gamemaker UI. To be able to replicate a similar death animation using sequences only requires two lines of code! var seq = layer_sequence_create("Blocks_Layer", x, y, sq_Boss2_Death) You can see below I have a number of alarms to control timings as well as a collision event when it hits the ground to trigger more explosions. It took a lot of trial and error to be able to do it in code. I had already implemented something in code for a previous boss and although the final result looks pretty good. This lets you chain and layer objects and animations to create a cool looking…well…sequences.įor me, a really easy win for sequences was to add one after one of the bosses in my game dies. With the latest 2.3 update GameMaker has released a super useful new resource called a sequence. It’s moving at such a rapid pace though who knows where this will end up. I found it hard to get something specific but I can totally see it as a cheap fast iteration concept generator. In my little experiment I generated around 300 or so images. Prompt: video game villain, human in a futuristic yellow mech suit holding a large high tech rifle connected to a backpack, top body shot -ar 2:3 -niji 5 -s 800 -style expressive Conclusion Still I think it nailed it considering the pixel art source. There were a lot of versions of this where the tubing was all over the place. This is the main baddie which turned out pretty good. Prompt: rhino kaju fighting a white humanoid robot with one eye in a futuristic city -ar 2:3 -niji 5 -s 400 -style expressive I honestly don’t know wtf was going on here. I got a bit cocky after that one and tried to recreate some of the pixel art characters, with mixed results. Prompt: futuristic robot with one red eye, video game cover -ar 2:3 -niji 5 -s 400 -style expressive The commissioned art is on the right, generated on the left. ![]() While awesome, it wasn’t quite the style I was after so I started using some of my commissioned art as a starting point. Prompt: lean humanoid white robot with a spherical head and one red eye, black hands, black knee pads, black shoulder pads, looking over the shoulder back to the camera, futuristic city background, full body image, mega man X style -ar 2:3 -niji 5 -s 400 -style expressive This is an image that I did a couple of iterations (maybe like 5) to get the final result. The low res of pixel art seemed to be harder to extrapolate images from. The higher the detail in an image, generally the better it will be for a reference, my games are pixel art games so some of the reference are either pixel art or upscaled pixel art. I used the Midjourney Discord bot to initiate prompts, this was so much easier as it kept everything in the one place. I signed up for the Basic monthly plan which was $10 US a month. The anime style it’s able to recreate using the Niji Model 5 is amazing. There are plenty of tools out there but I used Midjourney. I for one welcome our AI overlords and to appease them I’ve tried to learn their ways through trying to recreate some of my cut scenes and game assets for the smash hit game of 2015 IZBOT and it’s recent(ish) sequel IZBOT 2. Like it or hate it the AI revolution is coming ready or not. ![]()
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