Pretty pictures

There are all kinds of ways that you could go about creating the graphical elements that will make up your game, and your decision will depend on the kind of graphical style you want to produce. For Leila, I knew that I wanted a handmade look to it. Here's the process that I ended up using.

Draw things with pencil and paper

It's worth keeping a rough scale guide to hand to ensure that your drawings are all approximately to the same scale. I only really learned this later in the process, so you can see that some of the images in Leila have been drawn at different scales and have different line widths.

Trace them with pen

Once I'm happy with the images, I trace them onto a clean sheet of paper using a black pen. For this process, investing in an LED light-box turned out to be £40 very well spent.

Although the backgrounds in Leila stay still, all the characters have what is known as a 'boil' animation that they cycle through, making them look a little jittery. In order to support this, I would trace the same image 3 or 4 times so that they were almost but not quite the same, and turn that into an animation.

Scan the images

I just have a basic flatbed scanner (part of an all-in-one printer) and that was good enough for my purposes.

Colour the images

It took a bit of trial and error to get this part right. What I needed to do was to find all the areas which where white or partially white in the scanned images, and change them to be transparent or partially transparent instead. (Here, GIMP's 'Colour to Alpha' feature is your friend). I then put the colouring onto a layer behind the outlines, which leads to a much cleaner end result than trying to actually fill in between the lines.

Making a world

Having drawn, scanned in and coloured the images for a room and the objects within it, I then had to turn those images into the resources I would need within the game. This is where having a dedicated game creation package, with its ability to drag and drop your objects using a graphical interface, would have been very handy. However, it turns out that you can get most of the way there using GIMP's built in support for Layers within images, along with a bit of scripting.

A single GIMP image file for a room could contain all of the following layers:

By adopting a simple naming convention for these various types of layer, I was able to put together a relatively simple GIMP script which took the single image file for the scene, ignored any 'object' layers, and exported the background, shadow and control images for that scene into the appropriate directory within my Android project.