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Pixel → Tile → World



Smidgen bit of art

Posted by Servant of the Lord, in AdventureFar, Pixel art 18 November 2012 · 1,179 views

Here's a few pieces of art I tossed together over the past dozen or so days while waiting for code to compile.

Colorful swirling floor
Posted Image

It tiles horizontally and vertically better than you'd guess.

Stone...


Some new tile art, a new concept town sketch, and code architectural change

Posted by Servant of the Lord, in AdventureFar, Pixel art 27 October 2012 · 1,439 views
development, rpg
Hey guys! I got some work done the past week or two. Not as much as I was hoping to, but at least I got something done. Posted Image
For starters, layers now can be created/deleted using the editor.

Code architecture change

I've made some non-visible changes to...


Layers interacting with the editor

Posted by Servant of the Lord, in AdventureFar, Design 19 October 2012 · 887 views
editor, development, rpg, indie and 2 more...
I've been having loads of difficulty getting the "game" part of the code interacting with the "editor" part of the code, but I've finally hit on a decent solution. Such interface-to-system messaging is a problem I usually have with my not-thought-through architectures, but I'm getting better at it... though I still should...


Announcing 'Of Stranger Flames'

Posted by Servant of the Lord, in AdventureFar 17 September 2012 · 1,069 views
rpg, turn-based, 2d, game and 1 more...
Phew, I was 'gone' for almost two months (active on the forums and working on AdventureFar's website but no journal posts).

For the past 45 days, I've been chugging hard to get the AdventureFar website (and my personal website) up and running. I made my own WordPress theme, forcing me to learn PHP and HTML and CSS pretty heavily.

But I...


Cross platform filepath conventions and folder organization - Suggestions?

Posted by Servant of the Lord, 20 July 2012 · 1,071 views
organization, development and 2 more...
I have alot of folders and files that I use for programming, and sometimes it's a pain when I manually have to go through them in Windows Explorer. To make it easier, I use a couple tricks:

1) I set icons to folders I use frequently, usually icons that can be at a glance distinguished from each other, so I don't even need to read the folder...


Steam Greenlight? ...and a few other things

Posted by Servant of the Lord, in Uncategorized, AdventureFar 09 July 2012 · 1,319 views

Valve just announced a new way for developers to get onto Steam. They're calling it Steam Greenlight.

Posted Image

Basically, developers early in development start posting stuff about their game, and if the community likes it enough, they upvote the...


Some art

Posted by Servant of the Lord, in AdventureFar, Pixel art, Design 04 July 2012 · 969 views
art, 2d, rpg, pixel art
Well, so much for planning ahead! I just unexpectedly spent 20-ish days out of state, without access to the internet. I only got back four days ago.
Naturally, that torpedoed my intentions of getting the level editor working on time (though to be fair, I was already late even before I had to leave).

Getting the editor working is still my near-term...


Creating and deleting area chunks

Posted by Servant of the Lord, in AdventureFar 13 June 2012 · 928 views
development, indie game, editor
Making heavy progress, but still a ways out from actually meeting my milestone of walking around the game world. Posted Image

Here's the scene where you can edit the areas at a 'chunk' level instead of at a 'tile' level. (Recap: Areas are made up of Chunks which are made up...


Treasure Adventure Game

Posted by Servant of the Lord, in Indie games 05 June 2012 · 1,220 views
indie, games
Hey all, I'm making (slow) progress on AdventureFar. Won't be able to get the game editor (and thus the first town) done by the 15th as hoped.
I am making progress, but my programming time has been constrained slightly for the past week (but that will return to normal in a few more days).

Anyway, I'm just dropping in to point out this...


Strongly-typed typedefs in C++ in MinGW and GCC (C++11, GCC v4.6)

Posted by Servant of the Lord, 29 May 2012 · 2,752 views
template, macro, typedef, gcc and 3 more...
C++ typedefs are weak - they are only a simple alias of the original type, and are implicitly converted to and from the original type.

Here's a basic example:
struct Point
{
int x, y;
};

typedef Point MyPoint;
typedef Point MyOtherPoint;

int main(int argc, char *argv[])
{
Point point;
MyPoint myPoint;
MyOtherPoint myOtherPoint;

point =...


Minor update... to say I've made no progress =(...

Posted by Servant of the Lord, in AdventureFar 27 May 2012 · 730 views

Just stopping in to say I haven't made much progress since my last post.

Excuses:
[ . ] Minor household repairs
[ . ] Relatives visiting
[ . ] Borderlands coop (16.1 hours) (playing with one family member)
[ . ] Made a website for a friend's daughter's webcomic...


And I shall walk the streets of Hahdief...

Posted by Servant of the Lord, in AdventureFar, Design, Story/plot 12 May 2012 · 1,069 views
development, progress, editor and 4 more...
Past week:

I fixed the problems with coloration and blending, and made more progress on the editor.

Here's a screenshot of me just playing around. Until I get multiple layers re-implemented (works in the code, but not hooked to the editor yet), everything looks like junk (Blending isn't useful until you have multiple layers of...


More editor work, interface sketches, and plot

Posted by Servant of the Lord, in AdventureFar, Design, Story/plot 05 May 2012 · 807 views
plot, charactor, concept art and 3 more...
I haven't gotten too much done since I last posted, just chippin' away at the editor piece by piece. I want to have the editor entirely finished by June 15 (6 weeks from now). It's been too long, so I've given myself a set of goals, each 6-weeks apart, to press forward in...


AdventureFar status - Editor and plot work, excel spreadsheets

Posted by Servant of the Lord, in AdventureFar, Design, Story/plot 26 April 2012 · 1,091 views
design, editor, plot, excel and 1 more...
Hey, it has been two weeks since my last update - unexpected distractions reared their head.

Primarily, I've spent the past two weeks getting a little work done on the plot, and spent alot of time (primarily just in the past three or four days) on the editor. Pieces of code are starting to fit back into place - I haven't touched the editor in maybe...


Minor update

Posted by Servant of the Lord, in AdventureFar 12 April 2012 · 1,665 views
depression, development
I don't have much to show, so this is just an update of what's going on with me (Trying to stay on my 'at least every 10 days' journal schedule).

I've had a tough couple of days coding... It's just been one of those times were you run into a wall and get discouraged. Partly because of difficulties in keeping the code within their...






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