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Too dumb to make it, too dumb to quit.

4: Adsense

Programer art vs Artist art

The last month I've been putting the new artwork into the game. Still lots of work, but it's nice to see it come together.
Last entry I was wondering about two diferent artwork style and trying to decide which one to keep. I decided to go with the cleaner looking one. The paper borders were just too much and made a mess. Although I did like the unique sty...

With... or without borders

Since the beginning I wanted to add clear borders to all my characters and levels. This was mainly due to this being a physics game, and I wanted no doubt about which object can collided with which object.Since the characters takes a lot of effort to move, then the player should find no surprises about what is a floor/wall, and what is just decoration.Unf...

After 3 years, an artist has joined me.

After 3 years of working alone, I have hired an artist to work with me on the game. The pros :
- I was able to work the game at my own pace (i. e. very slow) and just focus on programming, without being distracted/worried about leading an entire team.
- I could change, scratch and toss away work. Redo entire levels without worrying of wasting someone...

I made an ollie!

One of the levels I've been working on requires you to use a skateboard. Allthough in the level you just have to ride the skate through ramps and jumps (hard enough), for this screenshot saturday I decided to invest a little bit of time trying to see if I could make the character perform an ollie on the flat ground. It took quite some time (30 m...

Adding a companion.

There are three heroes in my game. They all move the same. Move the limbs -> thus the torso moves. Enter the robotic companion . The Robot idea came from the observation that sometimes you need a little push to make your character go through some obstacle or reach a destination. I consider the idea of having an almighty hand available for "cheati...

Even more changes to first 6 levels.

I made several small changes to all levels, trying to smooth any rough edges the testers find. One problem with this approach: The games are going to be painted (as in, no tiles or reusable pieces). That means everytime I change a level, a (theoretical) artist should change their drawings and reexport them, which is not good. Not only that, since th...

Smoothing out level 2 and 3.

Today there was some level design progress!  Based on some feedback, I've been working on the levels to solve details that players are striggling with.

The second level had a few problems:  * The wording of the mission briefing made people believe that they had to get out of the pod. This was fixed not only by rewriting it but by attachin...

New Demo out.

It's been a long time since I posted. I've been making significant changes based on some feedback received.

There's a new alpha demo out in case you want to try it: www.themostposerheroes.com (<-- do you have some spare time? feedback will be really appreciated!!)

The big main difference is that now the story starts out in space.

https://lh3....

GUI/Tools programming vs Game programming

Dear diary...

I've been doing a lot of GUI/tool programming for the last two months (mainly building a level/character/campaing editor).
And I have noticed a huge difference in my mental state while programming GUI/tools sutff.

As in, when I'm programming games, I'm constantly on my toes: "Is this efficient? Am I making a copy of this? What O(n) is thi...

Character Editor is done

It was very simple to create since I had all the screens ready.
I just separated three screens form the Level Editor (Image Editor, Part Editor and Object Editor) and packed them into a Character Editor.


https://lh3.googleusercontent.com/-4m8heeZfoK8/Vgaud6R_6uI/AAAAAAAAALE/fb1SUQBwVDk/s640-Ic42/editor_screen07_sep2015.png

Now you can create your own...