Tag Archives: voxels

LEVEL UP! 0.10: switching to 2D voxels

It’s been a long time since last LEVEL UP! update. I’ve switched it to 2D to make it easier to make new stuff for it, especially bosses. I’m going to update it more regularly now. In other news, it’s coming to Steam Early Access soon!

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First boss fight in LEVEL UP! 0.05

The first boss is small and relatively easy to defeat. The ones further in the game will be larger and trickier. Also, bosses will be chosen randomly so you wouldn’t know which one you’ll encounter on a particular play-through. I’m considering adding procedurally generated enemies next. But for now I’ll switch to working on Arcane [...]

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LEVEL UP! 0.04

Well, it took much longer than I expected, mostly due to real-life issues. The main features for this release are bonuses (health and upgrade points), explosive barrels and new rooms which make levels more varied. I wanted to add more enemies, but I found the collision system to be quite buggy, especially in object-to-object collisions. [...]

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LEVEL UP! update

New version is released, featuring generated levels and new graphics: New demo can be downloaded too. Tiles were exported from Sproxel development version by my Python plug-in. I’m going to make a tech demo of Arcane Worlds now, so you can download it and test how it runs on your hardware. Non-interactive probably.

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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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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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