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Pixel → Tile → World



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And I shall walk the streets of Hahdief...

Posted by Servant of the Lord, in AdventureFar, Design, Story/plot 12 May 2012 · 391 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...


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More editor work, interface sketches, and plot

Posted by Servant of the Lord, in AdventureFar, Design, Story/plot 05 May 2012 · 342 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...


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AdventureFar status - Editor and plot work, excel spreadsheets

Posted by Servant of the Lord, in AdventureFar, Design, Story/plot 26 April 2012 · 285 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...


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Minor update

Posted by Servant of the Lord, in AdventureFar 12 April 2012 · 538 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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Character concept art, eccentricities, plot, and infrastructure work

Posted by Servant of the Lord, in AdventureFar, Design, Story/plot 03 April 2012 · 692 views
character design, design and 3 more...
I've been doing work to add alot of data-driven functionality to AdventureFar's engine.
I thought of a clean and efficient way to allow each page of a menu to be configurable by files... and to move around and create and edit the menu elements from within the game itself while it is running. Nothing that hasn't been done before by other programs...


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Hand-drawn conceptual town maps

Posted by Servant of the Lord, in AdventureFar, Design, Story/plot 27 March 2012 · 757 views
game, world, maps, indie and 2 more...
Here's the basic world that the game takes place in:

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It's a single nation, land-locked on two sides (north-west and north-east) by mountain ranges, and the ocean to the southwest, and swamps to the south-east. The game takes place solely in that one nation.

It's not a very...


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Some work on the editor interface

Posted by Servant of the Lord, in AdventureFar 18 March 2012 · 577 views
editor, game, progress
I spent today and yesterday getting this on-screen:

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It's the basic interface for the in-game editor. It's not doing anything yet (The "Recent saves" and such are dummy text), but the widgets are all in place. The icons are from...


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Main menu, (the corner of the) map visible, game state diagram

Posted by Servant of the Lord, in Uncategorized, AdventureFar 14 March 2012 · 623 views
game, development
I can see my world again! For quite awhile (many months) while doing alot of architectural changes to my code, I could no longer see the maps being displayed onscreen because I had disabled that part of the engine. Since I wasn't specifically working on the visual side of things, I hadn't bothered to get it back working.

Anyway, yesterday I...


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Creating custom class templates for QtCreator

Posted by Servant of the Lord, in Article, Tool 07 March 2012 · 979 views

The QtCreator IDE provides a set of template projects and template classes, but occasionally the need to create your own arises.


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QtCreator stores its templates in this directory:
..\QtSDK\QtCreator\share\qtcreator\templates\wizards\

(In...


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Todo here I am current goal now

Posted by Servant of the Lord, in AdventureFar 28 February 2012 · 561 views

Just wrapped up some bugs in the input system, everything is working fine now.
I popped open the DefaultBindings.gcf file, where the player's controls are described, and adding some commands allowing me to do things like pause, slow down, or speed up the game, as well as commands to change what kind of...


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Care for a drink, hero? - More art previews from AdventureFar

Posted by Servant of the Lord, in AdventureFar, Pixel art, Design 22 February 2012 · 502 views
pixel, art, development, game and 1 more...
With GameStates refactored and the input system working, things are going good on the code front on my 2D RPG game 'AdventureFar'.

I have a habit of, when stuck on code or between compile times, opening MS Paint and just start making tiles.
My compile times are just long enough that I too-frequently switch to something else before it...


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AdventureFar - Input system

Posted by Servant of the Lord, in AdventureFar 19 February 2012 · 220 views
game, development, input, event and 1 more...
<<< Note: This journal entry contains no pictures, just code-related talk - and not even interesting code talk. >>>
<<< You probably don't want to read this - unlike my other entries, I wrote this more as a debrief for myself. It's rather dull....


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NomenRationarium - A tool for organizing character and area names

Posted by Servant of the Lord, in Uncategorized, Tool 16 February 2012 · 408 views
free, tools, writing
NomenRationarium is a tool I've made for my own usages, and the usage of my siblings. Despite us all working on different projects in different mediums (One writing a book, another writing a manga, and myself a video game), we found we had a common need: A way to organize potential character or area names.

NomenRationarium, meaning "Name...


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ViewTiled - A small tool for artists

Posted by Servant of the Lord, in Uncategorized, Tool 09 February 2012 · 935 views
tool, free, art, tools
When I work on pixel art, I use MS Paint and Paint Shop Pro 11. It works fine for me making simple game graphics, though I'm sure...


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Blood pumping, heart racing, I can almost smell the pixels in the air

Posted by Servant of the Lord, in AdventureFar, Pixel art, Design 03 February 2012 · 615 views
indie, development, art, game and 1 more...
Blood pumping, heart racing, I can almost smell the pixels in the air A few days ago, I finally finally started working on the AdventureFar code again, instead of monkeying around with tools. For the record: I completed one large tool (to assist in plot development) and one minor tool (to assist in tile art) both that I'll release next week for free, and two or three really minor tools that are in-house only, and I was...






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