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OddGames development journal



Medieval Times pitch and demo

Posted by O-san, in Medieval Times 16 May 2014 · 288 views

http://www.oddgames.com/wp-content/uploads/2014/05/mtlogo-bright.png

Alpha release!

The Medieval Times Alpha demo is out! The alpha is released for demonstration purposes alongside the game's indiegogo campaign. You can find the campaign and alpha demo here .

The alpha is a short introduction to the first episode and the protagonist. The game’s p...


Caves

Posted by O-san, 11 December 2013 · 2,175 views

I've been working on a cave map for the past few days and I thought it was time to post a journal update. The cave will be composed of many connecting passages and smaller rooms. I thought it would be interesting to see one of the cave's building blocks come to existence.

http://www.oddgames.com/indiedb/rock-progress00.png
1. This first image is quite...


Medieval Times, office, crowdfunding

Posted by O-san, in Medieval Story, Programming 29 November 2013 · 575 views

Office
Yes, it’s time to update the journal! For some time I have been thinking of moving into an office instead of working from home. I’ve had a good working morale when I’ve been working from home... but I think it can get even better. It would also feel more like a real job if I actually left home. So the last few weeks I’ve been in contact with a ren...


Distractions

Posted by O-san, 29 July 2013 · 418 views

Hello again! Time for a new journal entry!

It turned out to be a little bit more involved to scale up the GUI than I first thought. Most of my connected GUI objects (frames, borders etc.) are composed of individual quads. One quad for the upper left corner, one for the upper right corner and so on. This works fine when scale is 1:1 but when the graphics...


GUI resizeing

Posted by O-san, 14 July 2013 · 692 views

I have bought a Microsoft surface pro to develop on during my vacation. I found out that the game graphics needs to be resized. At native resolution (1920x1080) it was hard to click the GUI buttons, texts were very small and hard to read. So the past few days I have been implementing a scale value to all GUI elements and game graphics. Tedious and boring...






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