Tag Archives: dev

Water simulation in Arcane Worlds

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.

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Sproxel progress

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 [...]

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LEVEL UP! Pre-order Available

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.

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First enemies in LEVEL UP!

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 [...]

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Water erosion on heightmap terrain

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 [...]

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Some news

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 [...]

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Voxel destruction video

Finally, character control and voxel destruction are implemented! Next: some enemies to blast holes in.

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LEVEL UP! early prototype

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 [...]

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First screenshots

Here are first screenshots from one of my games. The game will be like Magic Carpet (if you know that old 1994 game, heh) spiced up with modern graphics and stuff. I haven’t decided on the name yet. All you can see now is just a heightmap landscape with colors and shadows. Lighting and sky [...]

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