Not much to report for last two weeks, with holidays and other life issues. I’ve been mostly working on Sproxel and some other development tools.
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Not much to report for last two weeks, with holidays and other life issues. I’ve been mostly working on Sproxel and some other development tools.
I’ve finally decided on the name for my Magic-Carpet-like game. It’s called Arcane Worlds now. This week I improved old water simulation and implemented water rendering with flowing foam. It still needs some work on shallow water (make it transparent) and improvements where it touches the coast.
I’ve been working mostly on Sproxel this week. Changes so far: Python bindings for Sproxel palettes, layers and sprites. New project format that can store multiple sprites and palettes. Palette widget and improved color editing. Creating and editing 8-bit indexed (256 color) sprites. Still to go: Reworking undo/redo system to support multiple sprites and palette [...]
I’ve finished LEVEL UP! prototype, and made a demo you can download. Here’s a video: Also, you can buy LEVEL UP! now for just $5 and get free updates up to the release version. I’m now improving Sproxel so I can make all those numerous voxel blocks for LEVEL UP! levels, and more enemies too.
Not that many people read my blog, but still. Against the Wall is an interesting exploration game. I think it has great potential. And now you can support it, since the author has launched a Kickstarter campaign. $10 will get you a copy of the released game, and $20 will provide access to early beta [...]
Finally, some enemies to kill and be killed by Also, a lot of “invisible” code improvements. Things I still need to do before I can release first pre-alpha demo: “LEVEL UP!” elevator effect. Some UI to select upgrades between levels. Some level design. Technical improvements – all voxels are rendered dynamically now, which is very [...]
I’m back from vacation, and I decided to write an article as a warm-up exercise. This article is for those who know what a heightmap is, and who are familiar with some basic heightmap generation. If you aren’t one, you can still enjoy the screenshots and skip most of the technobabble here Examples Here is [...]
I’ve spent a lot of time studying Intel TBB, designing new game loop and dealing with some life issues. LEVEL UP! now runs smooth both with vsync and without it, while updating game logic only 20 times per second. I was afraid of input lag issues, but it looks like they aren’t really noticeable. And [...]
Finally, character control and voxel destruction are implemented! Next: some enemies to blast holes in.
LEVEL UP! is a crazy mix of side-scrolling platformer/shooter and some role-playing elements. I’m going with “new retro” style for it, for several reasons. So, I decided to try voxels (3D pixels), and it turned out quite well. Special thanks to Sproxel – it’s in early development, but already very useful. Coming soon: character control [...]