Tag Archives: LEVEL UP!

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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