fredag 25 november 2011

MINI BOOSSSSSS



New weekly update over at our devblog! Check it ooouuutttt!
www.secretsofgrindea.com

lördag 19 november 2011

KRAANNgggg!

Super busy week, not much time for updating this sucker!

We're going to keep weekly updates over at our newly launched homepage with everything we've been up to the past week. You can check it out at http://secretsofgrindea.com/devlog

I'm gonna try to keep this blog updated as well, probably not as frequently as before though. Since we're updating the progress at so many different places (facebook, twitter, tigsource, our own devlog etc) it feels like a waste of time to post the same shit over here. But yeah, we'll see what happens!

Anyway, keep an eye on our devlog for weekly updates and our twitter (@PixelFerrets) for smaller, more frequent bullshit updates!

CCC YAAAAA!!!!

lördag 12 november 2011

Co-opppp!

Gonna keep this short, cause I've got some school work to catch up on!

Video of some co-op action in motion! Enjoy!

lördag 29 oktober 2011

HAUDOKEN!!

Last few days have been pretty crazy to say the least!

So, a couple of days ago we decided to but a devlog up over at TIGsoruce.com. You know, just posting some shit, getting some feedback, the standard routine.
The next thing we know, we are at the front page of indiegames.com and a dozen other sites, people are blogging about us left and right and we get over 5000 hits on the youtube video we posted on tighsource. The traffic to my blog increased with like a few thousand percent as well.
And while I know this is not some "OMG WE MADE IT WERE SO FUCKIN FAMOUS GIVE US UR CAAASH!!!"-moment, it still is pretty frickin cool! Feels nice to know that there's at least some dudes and dudetts out there that like the shit we're doing!

So we're going to do weekly updates in our devlog over at TIGsource, with videos, screens, WIPs and all other stuff we can think of! So be sure to check that out, next update will feature the co-op and combat system in full action!

So yeah, since I always try to update with some form of animation or whatever when I update here, today won't be any different!
I've spent most of the day reworking old animations and creating some exclusive animations for our female sprite!
I think the first animation I did when we started out a few months back were the running animation for the main character. After doing a hundred something animations, I've gained a few levels so to speak! It's pretty cool to compare the old stuff to the new, you kinda get proof that the hours you put in actually pays off!




For the untrained eye, the one to the left is the new one and the one to the right is ooold. The update features better posture and less stiffness, better pacing and motion, more flowy fabrics and more fleshed out legs! I don't know if the difference is as major to everyone else as it is to me, but yeah. Pretty sweet!

Now, I'm gonna get some sleep. It's 7 in the morning, been working pretty much all day. I'll talk to you later assholes, byyyeeee!

onsdag 26 oktober 2011

SCH0000LLLLL!

Gonna keep this super short cause I want to go to bed.

No updates due to the first courses in school are about to finish up. Been stuck with school work and stuff like thaaat.
Even in times of hard studying, we always keep working on the game though!

Anyway. Video of the first village in the game. Hell, yeaaaah!



Now, time to sleep. FUUUU!

torsdag 13 oktober 2011

ANIMATING, LIKE A BAWX!

Been busy with animations for breaking stuff today. This here being for a jar och a crate. The crate involved a lot of trail and error and cursing, but it turned out pretty ok in the end I think!




Besides these two, I've got a barrel to take care of as well!

In other news, been starting to get my gym routine back. I had a break during the summer after I hurt my arm due to over training. When I got back to the island I bought a gym card, but the scabies took a pretty huge toll on me and I didn't have the energy to go for a while. But now I'm ready to get back, so it feels super great! I missed it quite a bit, gonna take it pretty easy to start out so I don't hurt myself again!

Now, sleepy time. Tomorrow, I'm gonna be animating smoke. My favorite thing in the world! Night hobos!

tisdag 11 oktober 2011

CHICKAAANS COOP!!!

Been working on this today, along with some other stuff! Sticking with the chicken frame of mind, this is going on top of the chicken coop in the first village!




Vilya did the original sprite, I did the animation!

Besides this, I've been doing some birds and their animations. Mainly ambient stuff today in other words, details that will really bring the game to life. Super excited about doing stuff like this, cause they make such an incredible difference.

So, I think that I can promise. That within the end of this week, I should be able to post a video showing of the village. Like I said, we're working on the details at the moment, so we're getting close. So, yeah! Keep an eye here for some new niffty ingame videos!

Now, time to watch some speedruns and fall asleep. Night fagss!

söndag 9 oktober 2011

CHICKAAANS!!!

Just wanted to give a shout out to Peter Queckenstedt over at TIGsoruce.com. By dropping a comment on one of the animations I posted in the pixel art thread my daily blog views went from the regular 10-15 to 150+. Pretty cool!

Mainly been busy with school stuff this weekend, mixed with some Devastation/IPL3 streaming. Did managed to squeeze in some Grindea stuff though!



Chickens, all games should have them!

Tomorrow will probably be more school stuff. Suucksss. But ohwell.
Now, time to sleep. And watch some more starcraft. ByyeeEEE!

fredag 7 oktober 2011

Wakakaka

Been a pretty productive day. Rounded up a few more animations for this guy. I think there's like 1 or 2 more and then he should be all finished, for the time being.



So this is the death animation. He's not really dying, more like fainting. But yeah! Also done a few damage animations but it's nothing worth uploading here.

So what else is new? Last few days we've spent a lot of time talking about milestones and deadlines. Our initial plan to be finished one year after production started will probably not happen. As always, you are a bit optimistic at the start of a project.
So, we have set up two milestones. One being at around Christmas, and the other being when school ends, which is in late May. We are aiming at being around 75% finished, and hopefully more. If schools keeps on not being a pain in the ass, I think it's very doable.

We've also been doing some layout sketching, mainly for the starting village and the capital town. Vilya is hard at work puzzling all of her environment graphics together to match the sketches. So far, it's looking really, really cool. I'll keep you guys updated when we got stuff to show, which hopefully shouldn't be too far away!

Now, I'm gonna sleep like a mother fucker and brawl with some school stuff tomorrow. Peace out suckaaaas!

söndag 2 oktober 2011

Gettin' back in the mix!

So since I medicated myself, I've been able to work much, much better. The itching has been reduced tremendously and hopefully it will disappear all together within a week or two.

I've been working on some bow animations! I've got all of them finished actually, turned out to be a few more then what we first expected. But it's all good!
I'm not gonna post any of them here cause I figured they won't look that interesting on their own. I'll post a video or two when Teddy has got the bows working properly!

So, since I don't have anything of my own stuff to show, figured I could post this:



Crafting? Fully working? Aw yeeeea!
I did not make any of the super menu stuff, that is all Vilyas doing!

Now, I'm gonna catch a few hours of sleep before I need to bounce of to school! Byyeeee!

onsdag 28 september 2011

SPEAK PRRIEST!

Hey. Have any of you guys accidentally touched your dick after you've chopped a chili fruit? That's kinda what it feels like when you apply anti scabies cream down there. Only worse.

So, the doctor finally agreed with me and confirmed that I most likely have scabies. So I went and bought a bottle of Tenutex, which is the shit you use to get rid of them. You have to apply it to your entire body, neck down, and let it be for at least 24 hours.
The first hour or so wasn't a pleasant experience. But hopefully, this will solve everything and I'll be back at 100%! Feels like I've been working at maybe 20% of my regular potential the last few weeks, which totally sucks in every way.

But anyway! No Grindea stuff today. I have done a few animations, but it's mostly idle, walking animation and shit like that. Nothing super exciting. I am working on some heavier stuff, but I got caught up in The Binding of Isaac. It's a pretty cool game actually, you should check it out!

I don't want to leave you guys totally empty handed though, so here you go:



That's me. Such a bad ass.

Now, I'm gonna sleep! See ya fags!

torsdag 22 september 2011

FFFFFFFFFFFFFFFF

Sorry about the lack of updates.

My rashes and shit is getting pretty serious. Gonna head back to the doctor next week and hopefully he will hook me up with some skin specialist.
I though I was allergic to something in my apartment, my main suspect being the cat. So I went home to stay with my parents for a week, but it hasn't gotten any better. More like the opposite.

My initial thought was that I had scabies, but my doctor didn't think so. But apparently, after massive amounts of googling my symptoms the last few weeks, I've found out that regular doctors suck at spotting scabies due to it not being super common. More often than not people have been sent home 3-4 times before someone finally spots it. So yeah, I don't know. I can't think of anything else really that could've caused it. I've tried taking stuff out of my diet, but to no avail.
Hopefully I'll have some good news next week when I've been to the doctor. Shit is fucking killing me. Like I said before, this is the worst thing I've ever experienced.

Anyway. Been doing some work. Been doing a few new character sprites for what you probably could class as the first boss of the game. Exciting stuff!
Been doing a few animations for one of the dudes. Here is the super smooth attack animation!



So basically he is supposed to look like a badass, but being a worthless fighter. Hopefully this animation succeeds with that.

Now, I'm gonna try get some sleep. Which, I probably won't. Fuck my life. Bye.

söndag 11 september 2011

Enemy Showcase: Mr Flower!

So, here's a quick video of me talking about the flower enemy I've been working on the last few weeks. Sorry about the crappy sound, mumbling and shaky english!



Quality is so-so, I'm gonna try recording with fraps next time I go ingame!

In other Grindea related news, things are moving along smoothly. We've got the inventory part of the menu up and running, and it's looking pretty niffty so far! We've moved on to the equipment section now where we hit some design issues regarding skills and weapon sets. Hopefully will sort that out tomorrow when we're back at the office. And by office, I mean a random room in the library. The glorious life of the indie game developers, aw yeeea!

So yeah, next video will probably be me showing of the menu or whatever, when we got some more work done on it. Until then, stay black!

fredag 9 september 2011

Reachin' 5000, awyeeea!

Just a quick post!

The other day my blog reached 5000 views! It's been up and running for about one and a half years now, going steady with a few hundred views every month.
Might not be all that much, but I've never been that good at selling my self and showing my work off before I started this blog. So while it might not be millions of views like other major blogs and artists have, I'm still happy about it!

Also, thanks to all the guys who's been following me and my blog! I'll keep posting my shit as always, and hopefully you will keep dropping by and checking it out!

Thanks again, peace out mothefuuuukaaas!

onsdag 7 september 2011

FML :DDDDDDD

Been sidelined with some health issues, that's why there haven't been any regular updates lately.

I've had this crazy rash that has to be the worst thing I've ever (for real) experienced.
Imagine having your entire body, itch like a motherfucker. 24/7. You can't focus on ANYTHING. Sleeping is the worst part. If you even manage to fall asleep in the first place, you're gonna wake up in a few hours, not being able to fall asleep again. So I've had to power nap my way through the last few days, sleeping 1-2 hours in session spread out over the entire day/night.

Anyway, been to the doctor 2 times the last 2 weeks or something and I've got some medication that's helped out pretty good. The rash is still there, but its manageable. Hopefully it will be disappear within the next few days.
According to mr Doctor I've had some kind of allergic reaction to something, but he couldn't tell what. Hopefully it's not the cat. I did an allegri test a few months ago, but it came back negative. So yeah.

Anywaaay. I've been able to do some work at least. Today was the first day in forever where I could actually keep my focus up the entire day, so it felt super good.



Just one more animation for this guy and he will be all done! Teddy has implanted what we have so far in the game and it looks pretty sweet! I'll show you guys when it's all done!

Besides that, we've been focusing pretty heavily on our menu design the last few days. We really need to have a super slick and well organized menu, since our game is pretty much all about finding gear and items. We don't want to have players navigating through a million of side menus and shit, but at the same time it has to be fairly complicated to be able to store all the stuff we have planned. So it's kinda tricky.

We have made some good progress though, and Vilya have created a pretty sweet base that I thinks gonna work out good. I'm psyched to see it actually working in game! I'll keep you guys posted on that as well, throwing up some videos as soon as we have something to show!

Anyway. Time to sleep. A new day at the office tomorrow! Byeee fags!

torsdag 1 september 2011

:3

Hey!

Been kinda missing out on updates the last few days because a friend from home dropped by for a visit for a couple of days! That doesn't mean I haven't been working though. We've started working in school with set hours to be more productive and able to talk about design face to face. We've more or less managed to set up a basic outline for the entire game, with dungeons and all areas you're going to visit. Of course there's still a lot of stuff to be decided upon and stuff can always change, but feels really good to have a better view of what exactly we have to do!

So, here's the finished animation of the sketch a posted last time. Done some changes to it, which always happens, and all in all I think it turned out pretty sweet.



Gonna be keep up with the videos next time I start on a new animation. Now, I'm gonna take a shower and get some sleep! School starts tomorrow, I'm pretty pumped! ByeeEEE!

onsdag 24 augusti 2011

Whip it good!



This is pretty much my process for doing the sketch for an animation. Probably gonna be changing a ton of stuff as I go about rendering it, cause I always do, but that's how I work. The sketch is just there as a base, nothing set in stone.

Now I'm off watching BJ Penn getting his as kicked in UFC 94 :C Fuck you GSP, fuck you. Talk to you guys later, byeezzzzz!

tisdag 23 augusti 2011

WHIDEE-HOEEEE!

New video, aw yeeeeaa!



Ended up with two different versions there in the end, but we chose to go with the less meaner looking one. Since this guy is goign to be hanging around in the earlier parts of the game as well, we figured we didn't want him to be too intimidating. We're saving the bad ass one for his more dangerous counter part you'll bump into later in the game though!

We had our first meeting in like 2½ months today, over a few burgers. Went great, even though a lot of stuff had to be pushed forward until next week. Still a few of the overwhelming amount of question marks got cleared out!

In other news, school seems to start out rather chillaxed. One course here at campus and one distance course. Hopefully neither of them will take extreme amounts of time and we'll be able to put most of our focus on Grindea! Pumped!

Now, time to sleep. Somehow, I've manged to end up with an even more brutally raped sleeping schedule than usual. Even though I actually tried (and succeeded) to fix it just a few days ago. Oh well. UFC and morning sun are the best conditions for resting anyway. Bye fags!

lördag 20 augusti 2011

VIDEOOO TIIIIIIIIIIIIIIIMMMEEEEEE!

Ok, somewhat lack of updates the last few days. Been trying to fix my totally fucked up sleeping schedule with somewhat minor success. Woke up at 23:30 yesterday so, yeah.
Also, I went to the doctor the other day to check some stuff out. As always, I left just as clueless as when I got there, just a little bit poorer. Ohwell.

So! The video I've been promising is finally here! I had to rework it quite a few times, but it turned out okay in the end I guess. Still not 100% used to speaking english super fluently, but yeah!



So, yeah. If this is something you guys want more of, or if you have like any specific requests of stuff I should show or talk about, let me know in a comment or whatever.

Now, I'm either gonna try doing some more work, or go to sleep. We'll see. Later fuckerzzz!

onsdag 17 augusti 2011

NPCccCCCCCC heLLL

So I completed this sucker today:



Gonna keep at the NPCs for a while now, so expect more of the same tomorrow!

School starts in like a week and a half and I'm lookin forward to it! Not school it self maybe, even though it's gonna be interesting with a bunch of new teachers and shit. But mostly because the whole team will be gathered at the same place again! Vilya's been gone the entire summer, so we haven't been able to have any face to face meetings. We have a bunch of stuff to discuss and go over, so looking forward to that!
Also, I much prefer working together and not at home by my self. I focus ten times better during "office hours" and gets more shit done. So hopefully I will work just as hard, if not harder when school kicks off, as long as the teachers go easy on the reports and assignments!

Now, time for some UFC and sleep! Byeee!

tisdag 16 augusti 2011

LEGACY OF CANE!!!!

So today I've been busy working on NPCs for the first village in Secrets of Grindea. Been doing five sprites, all based on portraits made by Vilya. Not gonna be able to show them off just yet, as they don't have any hairdos. Reason for that is that I suck at doing hair, so I'm leaving that in the hands of Vilya.

This is one of the sprites I did that didn't really need much of a hair expertise to get right. Did a walk animation for him just now which turned out pretty cool!



I always get a bit excited when I manage to animate something I've never done before. In this case, I've never tackled a dude with a cane before. Always good to add more stuff to the animating arsenal!

More of the same stuff tomorrow probably! Now, sleeeeep!

måndag 15 augusti 2011

SUCCESS!

So, after like a million tries, I actually managed to record that frickin video. I'm gonna edit it down a bit though, it turned longer than I expected. But I'll get on to that tomorrow or something.

Not gonna leave you totally empty handed. Here's a some animations I did a few days ago:



Yes, it's a jumping bag. With a face. He's got a pretty major role in the game, but I'll talk more about that laterrrzz. Now, I'm gonna catch some sleep and watch some UFC. Byyyeeeeeeee!

lördag 13 augusti 2011

TWO HANDED WEAPONS!?!? SWEEEEEEEEEEEEET!!!1

So at the moment, I'm workin on some attack animations for our two handed weapons. If you're anything like me, you know that it's super gay to use one handed weapons. Unless it's like some super cool mace or something. But yeah, two handed all the way!
I've added the one handed animation as well so you guys can see the difference in speed.



So yeah. Weapons. We haven't decided 100% on all the different weapon types we want to include yet. So far we only have one handed and two handed, which includes swords, axes, maces etc. There were some early talk about bows and dual wielding, but time will tell what we go for!

Planning on giving the video another go tomorrow. Hopefully it will not turn to shit this time!

Now, I'm going to sleeeeeeep! Tomorrows gonna be pretty sweet. Finals in ASUS Summer 2011 (cs event) plus UFC live 5! There's gonna be a few pretty sweet matches, my bet for fight of the night goes to Miller vs Henderson! But now, sl33p. Night fags!

torsdag 11 augusti 2011

:@@@@@@

So the other day, I actually recorded a video of me doing some animation work. It was like, a good hour of me working and talking about why I do stuff and how I do it. So when I was done recording and were going to save the video, it didn't. And got fucking deleted. So I'm pretty mad about that.

I am going to give it another go, as soon as I'm alone in the apartment the next time. Feels pretty weird just to be sitting around speaking to myself in english, so I prefer doing that when my room mate is not around!



Anyway, here's the animation I did during the recording. It's a fill out animation that's going to be used in cut scenes and stuff to blow more life into the characters. Having just static sprites hanging around tends to make things pretty lifeless and boring. Tiny details like this makes all the difference!

In other news, I went out yesterday with my man Jochen and Tove. Started out at our place with some movies, SNES and lots of alcohol. Ended up in some swings, like 03:00, doing amazing tricks! Also, I managed to pull of a ultra set up I've been practicing in Street Fighter 4, which I don't nail all the often even when I'm not wasted! So that got me pretty (really) excited!

Now, I'm going to sleep. Fuck all you hoes, night guys!

söndag 7 augusti 2011

OMGOGMOMGOMG SNEAK PREVIEW OF THE ACTUAL GAME!??!? WTFOMOG

As promised, here's a early video of some gameplay from Secrets of Grindea!



All the music in the video is actually made for the game by our awesome music dude Hampus! So besides awesome graphics and gameplay, the game will feature an awesome soundtrack as well! Hell yeah!

As I said in the last post, a lot of stuff is up for change and a bunch of things are still missing! Most noticeable in this video is probably the complete lack of graphics for the menu. Something we'll fix in the near future!

Also, we have a pretty bad ass crafting system that I didn't show in the video that works like a charm. I figured I'd save that one for when Vilya is done pimping out the menus and all that. So stay tuned for that!

I also plan on posting another video soon of me working on some animations and talking about how I go about things and my process overall. Probably gonna be a pretty long video, and probably will feature a lot of me talking crap. But you'll have to live that!

Now, sleepy time! Tomorrow, more animating, and a visit to the cinema! Bye fags!

torsdag 4 augusti 2011

No animations, just me talking craPP

Hey faggots!

Kinda debating whether or not I should keep uploading stand alone animations on a daily basis (ok, somewhat daily basis) or go for less updates with ingame videos instead. I finished up the bee dude the other day, beating the shit out of my fatigue and unfocusness (is that even a word?) that I've been struggling with, and he turned out pretty cool! I love posting often and showing all the shit I do here, but I think it's a better way to showcase my work when it's actually in the game. It looks a lot better when it's all put together.
We'll see.

Speaking of videos and shit, we're getting close to the point when we can actually record a half decent video of the game. I mean there's still a lot of features missing and it needs a few more layers of polish, but it's getting there! I'm just gonna clean up a few of the earlier animations I did, adding shadows and shit to them. So expect a early preview of the game in the next few days or something!

Also, we're getting a site for Grindea, and a devblog. Don't know when it will be up, since it's not really super high priority at the moment, but it's in the making at least. I'll post a link once we get it up and running!

On another note, my Street Fighter career is moving forward! I got the game in the mail a few days ago and I've been playing quite a bit! Since this is the first fighting game I'm not approaching with the button mash mentality, it's actually a lot of fun. Really hard, but I'm getting there! So far I've mainly been focusing on learning to executing shit, but I'll soon take my first baby steps to becoming a pro on the PSN! I'll keep you posted!

Now, I'm going to bed. It's like 6 in the morning. Bye ma'machis!

måndag 1 augusti 2011

BZZzzZzZzZzzzzz

Last couple of days have been pretty weird. Been feeling super tired and unfocused. I think it's because I've been just sitting around here for so long.
Also, I've been stuck watching Evo 2011. It's like the biggest fighting game tournament in the world. Got so hooked that I actually ordered Street Fighter 4 the other day. I absolutely and totally SUCK at fighting games. But I love competing. E-sports is probably the best thing I know, ever. So I figured I'd give it a try. I'll report back on how my journey to becoming a pro street fighter player pans out!

Oh, and besides that, me and Jochen celebrated Arnold Schwarzeneggers birthday the other day. It was great. Alcohol, bunch of Arnold movies and some Super Nintendo. Hercules in New York was definitely the highlight of the evening!



Anyway. Been animating the bee dude. I have started the attack animation as well and it's turning out pretty sweet. We had to rework the mechanics of how the enemy behaves a bit, which ended up with us adding some extra animations. A bit more work, but it's gonna turn out much more awesome!

I'll try to make the next update a video. Either of me doing some animations or just some gameplay from what we've got so far! Now, sleep. Bye mother fuuckaaaas!

tisdag 26 juli 2011

Mistah Bii incoming!

Hey fuckers!

Just a small update with a full turn around of the bee-dude I did yesterday:



Been a really unproductive day though. Bought Scott Pilgrim vs the World for my PS3, so I've been grinding the shit out of that game most of the day.

I must say I really, really hated the game at first. The pacing was super off to me, felt like the entire game was limping with really long knock down time and enemies taking forever to take down. Once you get a grip of it all though, learn a few new moves and get better stats, it's a pretty cool game. It's obvious it was designed for more than one player, but it works none the less!

The game looks fucking amazing aswell, but what else would you expect from a game with Paul Robertson as lead art? Also, it probably has the best soundtrack any game has had since like the SNES days. Entirely made by the super amazing band Anamanaguchi.


Anyway, I'm slowly but surely trying to correct my totally fucked up sleeping habits. I work better during the day, so it feels kinda stupid to wake up at around 4 in the afternoon. So with that, I'm off to bed. Talk to you later suckerrrsss!

måndag 25 juli 2011

Step by step: Sprit3zzzZZZ

Ok, so I figured that instead of posting an animation today, I'm gonna show you guys my work process when it comes to creating sprites.

So first I would just like to point out that this is not meant to be somekind of a tutorial or "LOL DO LIKE THIS AND UR GONNA BE PRO DUDE!"-post. This is just my way of doing things. It works great for me, might not work all that great for you. Just a heads up.


So! I always tend to start out with finding a nice shape a like. For this particular sprite, I know I want to create some bee-like insect dude. He's going to hang around in the first area of the game, so I don't want to make him to intimidating or scary.



So I basically just draw shapes until I find something a like. Sometimes a do a bit of research before I take this step, finding references and stuff like that. For this one I felt like I didn't need to cause I had a pretty clear picture in my head of what I wanted to go for.



When I've chosen one of the sketches (i chose to go with the middle one) I'll clean it up and refine the lines until I've got a clean outline to work with. When I'm doing pixelart, I go by the rule to try always keep the outline one pixel wide. You don't need to do this, it's just how I've been taught to do it.



After that, I just color block it to get a quick feel of the colors I'm going for. Nothing fancy.
Now, what I'm doing next is probably the most important step of my work process. I show my shit to the people I'm working with and ask for input. Do they like the shape, does it fit the enemy we're going for, what do I need to change etc.

So, I showed my sketch to Vilya, the other artist I'm working with. She said she liked the overall shape of it, but that she though it would be a tad too big. With the sprite now being almost as big as the Rabbi enemy, I totally agreed and reworked it.



Since we both liked the shape I tried to keep it as close to my first version as possible. When working with pixelart on such a small scale as this, keeping smooth shapes can be a bit tricky. It turns more into a puzzle of placing all the pixels perfectly then using your artistic skills.
But anyway! I show the new version to Vilya and she gives it thumbs up. Which leads us to the next step!



Coloring! I'm not gonna get to deep with this step, cause it's such a huge topic.
I try to keep such a low color count as possible. Mainly because within the pixelart community, you always strive to keep the amount of colors as low as possible, so this is something I've been taught to always go for. But also because I think it looks much more crisp and clean when you don't go balls out and add 200 shades of the same green.

Once again I show my shit to Vilya and we both agree that the colors are a bit dull and brownish.



I do a few color changes in photoshop and ta-daa! The sprite is finished. Only thing left is a bunch of animations and this sucker will be good to go ingame!


And that's pretty much how I do it. Hope you guys enjoyed this mini walk through of mine. If it's something you guys want to see more of, you let me know! Might do something similar, but on how I tackle 2D animations. That's probably gonna end up as a video though. But yeah!

Now, I got some crappy movies and sleeping to attend to. See you later mother fuckers!

söndag 24 juli 2011

As promised, more frequent updates!

So yeah, been sitting inside my apartment for the last week or so. Working on Grindea, watching a bunch of movies/series and playing Mega man 10. Giving it one play through everday, not gonna stop til I can beat the game without dying once!
Anyway, I'm pretty much aching to get out of my apartment and do shit. If anyone wanna grab a beer (or a couple) let me know! If not, I'll just have to wait for the return of my beloved roomate to get shit started around here!




On a work related note, here's what I've been busy with. This is one of the early enemies you'll come across in Grindea, the super feared Rabbi! This is the attack animation for the sucker, but I've got a bunch more stuff for him aswell. Figured I'll post those in a video or something later on as soon as Teddys got him properly implanted into the game!

Now, I'm gonna start some crappy movie and fall asleep. 07:00 in the morning. Summer sleeping schedule at it's finest!

torsdag 21 juli 2011

Ok, so. I'm gonna turn this blog back into what it used to be. Which basically was me posting my graphic stuff and talking a bunch of crap. I'm gonna keep the English though, to keep things a bit more international. With a new project in the making, I figured I might as well try to reach out to a bigger crowd!

So, anyway. New project? Yep, that's right. New team making it? Totally.
After GGC, we (me, Vilya and Teddy) decided to do our own thing and split up with Trashtalk. We don't have any official name yet, still working on that part, but we've been working on a new project since the start of the summer!
I took a few weeks off (as did the rest of the team) to go visit home, so the last month haven't been super productive really. But now I'm back on my beloved island, ready to get back in the mix!

So about the new project. I'm not gonna go that much into detail, but it's basically an action rpg done in pixel art (fuck yes). We've drawn inspiration from a lot of old classics, like the earlier zelda games (A Link to the Past especially) and the Secret of Mana games. We all have a soft spot for Korean MMO's aswell and the focus on farming/grinding gear, so that also plays a big role in our game. Oh, and it has co-op support!

We're calling the game "Secret of Grindea" at the moment. Might change in the future, but I think it sums up the game perfectly!

Not gonna ramble on about it, I'll go more into detail as we add more stuff. Gonna post a screenshot though for all of you to enjoy! This is just a few weeks of work, so there's a lot of more stuff to be added and changed.



I'm basically doing all the animations, character/monster sprites as well effects and such. Vilya is responsible for all the environments, the GUI/HUD, menus and all that. Teddy is the Rambo-programmer and been doing a pretty kick ass job so far! I'll be posting videos and stuff later to show of more of the game, as well as my animation work.

And, yeah. That's that I guess. I'm gonna try to keep this thing updated to the best of my ability. Probably won't be once every day, but once or twice every week is my aim!
Now, back to work. See you fags around!

måndag 13 juni 2011

Final Overkill entry

This will be my final post regarding my work on our project Overkill. It's going to cover my role within the project, how the game turned out in the end and what I would recommend other people to do if they end up in my seat. Enjoy!


Recap

Our vision for the concept was a co-op hack and slash type of game, with over the top cute graphics mixed with extreme amounts of Violence. We had envisioned an overload of epic gears and achievements which the players would collect as they played through different levels, using a variety of skills as well as a “free-flow combo system”.


Early mockup of Overkill, made by me.


The scheduled time for the project was 10 weeks, starting in March 2011 and ending in late May. Besides working full time and more during these 10 weeks I had been developing skills and tools for this project since last summer.

The outcome of the project did not match our vision for the final game, in several areas. The most noticeable being the absence of multiplayer. The game was designed, and built around 4 player cooperative multiplayer. The day before GGC (www.gotlandgameconferece.com)and our deadline, we decided to remove the multiplayer all together. This was mainly due to us having extremely little time for play testing the game properly, ending up with a ton of bugs which we just didn’t have time to fix. The number of bugs was severely reduced when the game was played in single player so we chose to go with that option instead.

Besides this we had to leave out a lot of planned content for showing of the project. We had two secret events that we had to cut, one larger area of the level and another playable character which we just didn’t have time to implement correctly.
One of our main features, the combo system, also took a pretty severe beating from not having that many combos for the players to unleash. This, in combination with poor tooltips and a pretty steep learning curve made it hard for players to catch on to it.
All in all the game did not turn out horrible, but it could have been so much more.


Gameplay from the final product.


My Role

My main work areas during the project were character modeling and animation. I have 3D modeled all the playable characters and enemies in the game, as well as rigged and animated them.
Considering my previous experience within 3D animation and rigging (zero) and the amount of content I actually managed to push out within the time frame we had, I’m rather pleased with my contribution to the game. I’ve done closer to 130 animations all in all, with an entire character (20 animations) not making the final cut.


A quick video showing my pipeline a few weeks into the project.


What we did present at GGC was a decent product in my opinion. Much of the graphic content was there; I just think we needed another week or two to polish the gameplay part.
With more work and polish put into this project, I think it could’ve turn out pretty great. The short amount of time, poor planning from our side and broken promises from the HGO (not delivering unity pro license until the very last weeks) made it turn out way below its potential.



The Jester, the character I think turned out best in terms of animation.


My improvement

Before the start of the 10 weeks we had dedicated to this project, I spent months teaching myself how to rig and animate characters in 3D studio max, since we’ve had very limited lectures covering those areas at HGO.

In time for the start of the project, I had gathered a solid ground of 3D animation knowledge but never really tried it out in action so to speak, with exporting animations and trying them out in an actual game engine.
The animations I had been doing prior to the project start were all pretty small test animations with no elaborate motion such as body rotations and such.


This is an early test animation I did for one of our playable characters.



After a few weeks into the project, with me improving in all areas, this is some animations for the same character which we ended up using in the finished project.


Recommendations

For anybody taking on the role of animator/rigger/character modeler I have a few recommendations.

First and foremost, put the necessary time into it. If you are running on a very short deadline (like we did) then you need to work a lot. Don’t be discouraged if you have to work 14 hours a day for weeks in a row. Sacrificing your spare time now might result in a great job in the future!

Second, don’t be afraid to reuse animations instead of making completely new ones for everything. Sometimes it might feel like cheating, but if no one knows you’re cheating then no harm done!
If you have four different characters that all needs running animations, use the same one as a base for everyone. It’s much easier to change and add personality to an already established animation then making a new one from scratch.

Third, exaggerate your animations. Don’t be afraid to go over the top with your motions. We have a tendency to go the other way around. If a guy is swinging a sword, then have him really swing it. It doesn’t really matter if the motion is impossible for a normal person to perform it, as long as it looks like it’s possible.

Finally and maybe most importantly, don’t be afraid of criticism. People will not love everything you do. You will have to redo stuff a lot of the time. This is what’s going to make you learn, become better and probably what’s going to separate you from the people who don’t land a job in the future.


As for overall project recommendations, make sure you play test your game as early as possible. Have a working prototype of everything the final product is going to have AT LEAST a few weeks before the final deadline. Don’t wait until the night before, because not everything’s going to work as you intended. There will be bugs, there will be balancing issues and gameplay changes.

Focus on quality before quantity. Instead of adding more content and features, focus on what you’ve got and polish that until it’s perfect. It’s the little things that make all the difference.

Once again, don’t be afraid of criticism. Receiving it as well as giving it. If you think something could be done better or in a different way, don’t be afraid to let your team members know.
By not just settling with the first option you have, even if it’s great, will make your game stand out from the crowd.


Closing words

Overall, this experience has thought me a lot. Mainly working with 3D, but also understanding the importance of group dynamics and roles within a team. All in all, while the project did not turned out as I had envisioned it, I'm taking a lot of knowledge with me into my next project. Which I'll be reveling sometime soon.
With that being said, thanks for reading my blog, and I'll see you guys around!



tisdag 24 maj 2011

Gravedigger!

Been a while!

Just gonna do a short update with a video of the gravediggers animations in game. He has a total of around 25 or so animations, most of which can be seen in this video. Enjoy!



I'll update with more videos of the other characters within the next day or so!

lördag 7 maj 2011

Ok, just a quick update of what's going on. Been working steady on the animation front, still waiting for Teddy to give me an updated build with the Jester in it, where he don't look like a pedophile. Stupid Dwarfs!? ruining everything for me :@ (www.dwarfs-game.com Teddy and another dude made it, you can get it on steam for like 8 bucks or something, super great game!).

Anyway, gonna update with a few illustrations I made for our GGC presentation. Been a while since I did any 2D art (like, 3 months or something?). But I still got it!







Now, I'm gonna drink a beer for the first time since like January or something. Next update will probably include more animations and gameplay videos. Cause like I've said, I've got loads (LOADS) of stuff to show, I just don't have any cleaver way to do it until things get put into the actual game.
So, til next time! Byeee!

onsdag 20 april 2011

Ok, been a while since a updated this thing. Main reason being I just don't have time to update with everything I do. Since I'm basically only doing animations, I would have to edit animation reels of every character I'm animating. Which takes a lot of time. Time I rather spend animating something else.
So what I'm gonna be doing is updating with gameplay videos from the game itself and just showing of the characters that way. It looks better, takes less time and you all get to see some sweet in game action from Overkill. Great!

So I'm gonna start things of with a short video made by Teddy, with him trying out our newest addition to the character rooster, the Berserker Knight. All the animations and character models are made by me. Textures are made by Vilya and Jonathan and Lina have done all the 3D modeling except the characters.



I will continue updating with videos as things get implanted in the game. Til next time!

tisdag 12 april 2011

Rebirth of the blog!

Ok, I'm gonna change things up a bit on my blog.

First of all, the design has had a small facelift, mainly for easier navigation. Also, I'm gonna be using english instead of swedish to not only limit my self to swedish readers.

The blog is gonna have a somewhat more serious tone (SOMEWHAT) as I'm gonna be using this blog to communicate my work on Overkill to teachers and (maybe) future publishers or employers. And of course anyone who's the tiniest bit interested in what I do.

So for any new readers, my name is Fred Ström, I'm the lead 2D/3D animator and character modeler of TrashTalk, a small group of game programmers and graphical artists trying to make more then decent games!
Besisde my passion for animation, I have experience in 3D modeling/sculpting and 2D illustration. I also have a softspot for pixelart and retro styled graphics.

At the moment, TrashTalk is working on Overkill. It's a 3D hack 'n Slash game set in a over the top, generic fantasy world were you play the super evil overlord who want's to destroy all that is good. Our game features super cute graphics, extreme amounts of violence and a free flowing combat system!

So yeah, that's about that. I'm gonna be updating here frequently with animations and character models I make for Overkill, and anything else related to the project.

Bye for now!

tisdag 5 april 2011

Fan vad jag mår gött nu alltså. Även fast jag inte borde. Har räknat lite på antalet animationer jag måste göra fram till GGC (http://www.gotlandgameconference.com) och landade på typ 160 stycken. Ungefär 3.5 om dagen ska jag göra. Det här är också bara the basic stuff, finns massa småanimationer som kanske inte är viktiga för spelets funktion, men som kommer vara skillnaden mellan "lol nice indiespel typ" och "fan harni gjort de här!? ser ju ut som värsta storproduktionen". Plus att jag måste modellera resten av alla karaktärer. Och rigga och skinna alla.
Så trots allt detta mår jag fan oförskämt jävla bra. Gick typ och garvade på vägen hem bara för jag tänkte på hur schysst allting är egentligen. Tror det är en kombo av att vi verkligen är i the zone med Overkill, är aspepp och det ser ut att bli så jävla bra, att jag hänger med TrashTalkgänget hela dagarna och garvar röven av mig och att man kan gå i bara tjocktröja klockan 20.00 utan att frysa röven av sig. Luktar gott gör det också.

För att inte göra inlägget helt menlöst postar jag den här fantastiska videon, som jag antar att ni alla redan sett (eftersom ni följer trashtalkbloggen såklart). Jag står för animationer och modellen, Vilya för texturen och Teddy för combosystemet och the commentary!

http://www.youtube.com/watch?v=joy0CSoEQNo&feature=player_embedded">

Utöver det var det inte så mycket. Tack för alla som visar intresse för Overkill och Trashtalk, det uppskattas somfan! Nu blire sova. Hej!

torsdag 24 mars 2011

Brist på uppdateringar beror dels på att jag pressat klart det sista i 3Dkursen (äääntligeeeennnnn) men mest för att vi lägger allt krut på trashtalkbloggen. Det kommer uppdateras här också, men då blir det större updates med alla animationer för en karatkär åt gången typ.

Så vill egentligen bara påminna er om att klicka er in på vår blogg för frekventa uppdateringar med allt som har med oss och Overkill att göra. Vi är inte alls långt ifrån en spelbar prototyp, och även fast det är ett jävligt tidigt utkast på alla fronter ser det fan grymt ut!

trashtalkgames.blogspot.com

Lägg in den på favoriter och tipsa alla polare! Shit's gettin serious!

tisdag 15 mars 2011

Pressat Overkill somfan senaste veckan. Utöver lite meck med en 3Duppgift som ska vara klar nästa vecka har det blivit mycket 3dmodellerande, riggande och animerande. Bra skit!

Här är 3dmodellen till the peasant, första fienden man kommer stöta på under spelet:



Vilya ska pressa textur till den nu i veckan, kommer bli amazing.

Utöver det så har vi slängt upp en Trashtalkblogg! Där uppdaterar vi med grafik vi gör, screenshots, filmer, vad vi jobbar med för tillfället och massa foton från när vi sitter och jobbar. Bara klicka in sig på www.trashtalkgames.blogspot.com och kika. Jag kommer såklart fortsätta uppdatera här, men för the die hard Trashtalk/Overkill-fan finns det mer att hämta på trashtalkbloggen. Vi uppdaterar rätt regelbundet så det är värt att hålla koll på skiten!

Nu ska jag sova. Imorgon ska jag till vårdcentralen och kika varför jag är trött jämt. Hare bra, hejråå!

torsdag 10 mars 2011

Funderar lite på hur jag ska lägga upp min uppdateringar framöver. Vi har ju dragit igång med arbetet på riktigt nu som sagt, men det lär inte bli samma sak som förra året då jag uppdaterade varje dag med animationer. Nu när vi kör i 3D kommer det bli massa tekniska delar (främst riggning och skinning) som inte direkt går att visa upp, även fast det är det som tar längst tid av allt.
Sen vet jag inte om jag ska slänga upp varje enskild animation jag gör eller satsa på att slänga upp en liten reel för varje karaktär när jag har fått ihop ett par stycken. Är ju roligare att se alla karaktärer texturerade också, men det är inte mitt område. Så jag vet inte, jag får se hur jag gör. Förmodligen blir det mindre men fetare updates.
Kan även försöka skriva lite mer ingående om hur vi jobbar ifall nån är intresserade istället för den vanliga "LOL HÄR ÄR DAGENS ANIMATIONER LOL SOVA". Vi ska försöka fota mer under arbetet i år också, så lär slänga upp lite sånt också.

Men men, den som lever får se. Idag har jag brottats med riggar till gravediggern, knighten och the amazing chicken npc. Fortfarande lite strul med gravediggern, resten gick bra. Gjorde även en animation till kycklingen och sitter och slipar på en till the knight as we speak.

Tog även ett litet sidokliv idag när jag såg temat för Character of the Week borta på conceptart.org. För den outbildade så är Character of the Week, eller chow, ett återkommande veckoevent. Varje vecka slängs det upp ett tema för en karaktär som man ska koncepta fram. I slutet av veckan kan man rösta på alla bidrag och vinnaren får bestämma temat för kommande veckan.
Temat nu var Snowmancer. Jag planerar inte att posta min eller nått, tyckte bara det var ett ballt tema. Slänge ihop den här godingen på en 20-30 minuter:



Nu blir det sov och gym imorgon. Hare braaa, hej!

tisdag 8 mars 2011

Ok, nu jävlar har vi kommit igång på riktigt med Overkill. Vi kommer sitta mån-onds från 10-17 och pressa i skolan, och mer ju närmare deadline vi kommer. Vi har även lyckats rekrytera en till grafiker till gruppen i form av Lina, Jerrys flickvän. Så med en extra 3dgrafiker med ombord har vi delat upp arbetet mycket bättre och allt känns jävligt bra.

Slänger upp lite skit jag gjort idag/igår. Har gjort massa annat små pill också, men det är saker jag inte kan vissa direkt. Typ fixat massa skit med äldre modeller och riggar och skit.




Kika in på trashtalkgames.com för ännu fler uppdateringar från bl a dom andra grafikerna och spelet i sig. Finns länkar till Vilyas blogg också där det finns lite bilder och annat mys från när vi sitter och jobbar. Check it oooout!

På tal om annat, vikten är fortfarande på väg uppåt. 71,5 senaste jag vägde mig, äter och pressar på som en idiot. Bra skit!

Nu, sova. Imorgon gym och press i skolan!

söndag 27 februari 2011

Jävligt spännande dag.
Vår lägenhet har två ytterdörrar. En "vanlig" ytterdörr och en innerdörr, som finns där av någon anledning. Jag låser alltid bara ytterdörren, jag visste inte ens om vi hade en nyckel till innerdörren eller inte. Tills idag.
Drog och handlade runt fyra, kommer hem, låser upp ytterdörren och märker att innerdörren är låst (wtf?). Tänkte först att den bara fastnat lite eller nått, men skiten har låst sig på något jävla underligt sätt. Vakmästarn hade dragit hem för dagen, får ringa gotlandshem jour som skickar en mysig farbror som kommer och kikar lite och konstaterar att det inte går att få upp skiten. Han hämtar en snickare som först försöker dyrka upp låset men säger att låsmekanismen har spårat ur och enda alternativet är att bryta upp djävulskapet. Sagt och gjort. Kofot och massa snitsig teknik senare och dörren är öppen och låsfästet finns inte längre. Så, ja. Spännande dag.

Utöver det, pressat 3D uppgift och slängt ihop ett litet commission åt Jonas (gammal polare från högstadiet). Han ville ha en bild på en kille som knullar en brud, samtidigt som han spyr och har en öl i näven. Skulle används som tryck. Gjorde lite skisser igår, här är färdiga resultatet:



Rätt rushed då jag vill fokusera på skolarbete, men tyckte det blev helt ok!

Tänkte sova tidigt idag, men det gick åt helvete. Imorgon blir det gympress, pepp som fan. Så nu blire sova. Hejrå!

lördag 26 februari 2011

Vi fick vår slutuppgift till 3Dkursen här om dagen. Fick välja mellan 4 olika objekt vi skulle modellera, texturera och stoppa in i UDK. Valde att göra nån slags generator, har börjat modellera highpoly varianten av den och ska försöka bli klar med den så snabbt som möjligt så det kan bli GGA och Overkill för hela slanten.

På tal om Overkill, gjorde klart en modell så att Vilya har något att texturera medans jag jobbar med min generator.



Inget fancy, som med allt annat i Overkill är sakerna jävligt lowpoly. Den ligger på ca 1700 polys tror jag. Tanken är att vi ska kunna trycka in så jävla mycket skit på skärmen som möjligt så att spelet lever upp till sitt namn, därav försöker vi hålla allt så simpelt som möjligt. Så fort Vilya smäller på en redig textur på den kommer den dock se tio gånger bättre ut!

Funderade på att stanna uppe och streama UFC 127. B.J Penn vs Jon Fitch. Pepp som fan, B.J är min favoritfighter. Jon Fitch är galet bra han också, så det kommer bli bra skit av det hela!
Men, jag är nog för trött för att kunna njuta av skiten. Tankar hem skiten imorgon istället, folk brukar vara snabba som fan med att slänga upp skiten med bra kvalité. Så, nu blire sova. Hörs, hejrå!

onsdag 23 februari 2011

Ok, lite uppdatering om vad som händer.

Först, kirrade en subscription på http://www.thegnomonworkshop.com/ ihop med Aydin (polare på ön). Är en sida frickin packed med videotutorials från folk inom diverse brancher, typ spelindustrin, cg animation/3d, film, etcetc. Finns hur mycket som helst, finns till och med tutorials för tatuerare. Det är alltså industristandard på allt, riktigt jävla bra skit med andra ord. Kostar 3000 spänn för ett års tillgång till allt, hittils har det varit värt som fan.
Blev tipsade av vår superlärare Leo om skiten och han om nån har koll. Så det känns fett, ett steg närmare att bli super amazing artist.

Har lite andra good news också.



Could it be... Over frickn' Kill!?
Jajamensan! Vi har egentligen 4 veckor kvar innan den officella kursen för vårt GGA-spel drar igång. Men vår lärare i level design har sagt åt oss som har en grupp och ett projekt på gång att arbeta med det istället för andra uppgifter. Så, även om det är jävligt lökigt gjort av honom så är det bra somfan. Blir det äntligen att komma igång med Overkill igen nu efter ett par månaders frånvaro. Var nog nångång före jul jag arbetade med det sist. Så nu jävlar!

Gymfronten. Jag väger nästan (69~) 70 kilo. Med andra ord har jag optimala vikten för om jag skulle vilja köra light weight i UFC! HELLYEAH!
Satsar på att ta mig upp till 75, sen får vi se vad som händer.

Men nuuuu, blire sova tror jag. 3Dlektion imorgon, bra skit. Vi hörs!

måndag 21 februari 2011

Är ett år sen jag startade min blogg nu. Har postat 150 inlägg, vilket får anses som klart godkänt i mina ögon. Förhoppnigsvis blir det lika många inlägg kommande året med massa bra grafisk skit!
Är jävligt svårt att se nån slags utveckling på den grafiska fronten om man börjar gräva i äldre inlägg. Det beror inte på att jag inte blivit bättre, utan mer att jag sysslat med så jävla mycket olika saker. Som jag nämde i något inlägg för ett tag sen är det kanske inte optimalt att ha allt för stor bredd när det kommer till grafik. Känner dock att det varit jävligt bra och nyttigt att testa på så mycket som jag gjort så man fått en lite klarare bild av vad man vill fokusera på. Sen tror jag så jävla stenhårt på mig själv så jag ser det inte som en omöjlighet att bli bra på massa grejer. Onion Knight for the win!


(Klicka på bilden för full size!)

Har fortsatt leka med Shining Metal/Metal Force, det börjar arta sig! Jerry har till och med börjat programmera lite (!) så det kanske blir något av skiten ändå! Den som lever får se.

Nu ska jag sova. Tänkte dra en tidig säng, men det gick åt helvete. Nåväl. Hejdå!

onsdag 16 februari 2011



Vattnet är inte klart, det var bara en snabb test. Har inte gjort så jävla mycket, tagit bort gridet, lagt till lite upphöjningar och varierat träden lite. Bara hojta om ni ser något som är galet/något ni tycker fattas.

Sova. Hej.

tisdag 15 februari 2011

Fortsatt leka med shining force-grejen idag. Vi ska snart dra igång med nästa uppgift i leveldesign, så jag passar på när jag har lite tid över.





Shining Metal! Blasta posers och annat hädande med Luca Turillis falsettskrik. This game has to be made!

Gympress imorgon, peppeppeppep! Sova nu, hejhejhej!

måndag 14 februari 2011

Blev klar med min level här om dagen. Har inte så mycket mer att vissa sen sist jag la upp bilder, jag har fixat massa små detaljer, vatten, lagt in vapen och stöd för botar. Tog en ingame pic för att vissa the epic battle jag och botarna hade:



Heeeell yeeeiih!

The challenge borta på pixeljoint är slut också, och jag kirrade första platsen. Sweet! Kommer få välja tema för nästa veckas challenge, ska tänka ihop något amazing tills dess.

På tal om annat, jag och Jerry (programmerare i Trashtalk för den outbildade) snackade om att göra ett shining-foce inspirerat spel för några månader sen. Eller snackade och snackade. Nån av oss skrev "Fan shining force är bra skit!" varpå den andre svarade "Ja, vi borde göra ett shining-force spel!". I alla fall, jag slängde ihop en liten mock-up idag. Det här är vad som hade hänt om shining-force och manowar hade fått ett barn ihop. Joey Demaio är bassist i manowar för er som inte har koll, the master of basrunk.



Metal-force! Kanske blir något mysigt hobbyprojekt av det om vi får lite tid över nångång. Vi får se. Känner ju att det förmodligen hade blivit världens bästa spel.

Utöver det har det varit gympress som vanligt. 67,6 kilo vägde jag in på idag. Preeeess!

Menmen, nu är jag trött. Har egentligen varit trött enda sen jag kom hem från gymjävlet, men fastnat med massa skit hela tiden. Så nu, ska jag äta en tallrik soppa, sen sova somfan. Vi hörs, hejråååå!