Buster (or, Fit the Fourth)
In keeping with his pugnacious tenacity and Carrollian roots, my protagonist shall henceforth be known as Buster.
Buster began life as Frame Walk Cycle (Left) in Inkscape. I used the same vector points for each frame in his animation, aside from a glimpse of a second coat tail in the right walk frame, in order to maintain consistency of form and volume across frames. I may not have succeeded perfectly, but consistent volume is one of the vital principles of animation. (Disney made the rules in the 1930s, and they have never been beaten: http://en.wikipedia.org/wiki/12_basic_principles_of_animation)
Left Stride:

This three-quarter perspective reveals all vital details of Buster’s physiology. His gold buttons, his terrifying moustache, the grip on his net, etc.
Right Stride:

Here we see the reverse, where almost all of Buster’s details are obscured and only his back is visible. Note, however, that the face behind his moustache is still unseen. It might almost be a wig. A true rear shot would reveal the fact that he hasn’t really got a head.
Jump:

Buster in flight, demonstrating the flexion of his various extremities. Is there anything more hilarious than a fat man jumping ten feet into the air? Perhaps not. Similarities to Mario were first observed at this stage.
Level Design:

This is a shot straight out of Inkscape (which, for the record, is a free package similar to Illustrator; I like it better, especially now that I know where it puts the recovery files when it crashes in the space of a single heartbeat - I may have lost a handful of mouse clicks during the entire project). I developed all the scenery and level props in one file, to the same scale and palette and style, then split them up into individual object files. Inkscape saves in SVG format, which Flash cannot read; it was necessary to open each SVG in Illustrator and convert them to AI format. That took a while.
Final Game:

Here stands Buster upon an XML-encoded rock. I was a little concerned about the detail of the overgrowth, but it turns out the game runs fairly well even with all that stuff in there. I had prepared a set of drastically-pruned props in Inkscape, but they proved unnecessary.
The astute will discern that Buster’s colours are a little more blocky in the game than in the development shots. In particular, his net is completely golden. Apparently Illustrator doesn’t believe in making holes in things. Fortunately, because of the consistent use of assets, this is a consistent change and there’s no weird flickering or any of the other possible results.
So Buster is free to run around his playground, swiping ineffectually at flying fish with his net. He’s quite the metaphor.













