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Pixel → Tile → World

4: Adsense

If an RPG falls in a forest, but the trees suck, does anyone care?

My game, Of Stranger Flames, takes place in a fictional French colony settled in a heavily-wooden bit of terrain.

Forested areas appeal to me greatly, so it makes sense to set my game in a forest.


There's just one problem...

...
...

I can't draw trees






That is to say, I couldn't previously draw trees. But I've gotten better over time. I'v...

Artwork, I guess. =)

I haven't posted in awhile (as usual), most of my updates just occur on twitter , where I usually post an average of 6 or so tweets a week (usually two or three tweets on a single day, then silence for a few days, and repeat), so here's a re-posting from twitter of things I've been doing recently.

First, on the coding side, I've implemented a UI for scal...

Apparently murdering babies is off the table - WoA2 contest

So the week of awesome contest has just began, with the theme being "The toys are alive!".

My artist friend and myself came up with an idea last night, so I'm about ready to get started coding it. We're making a small tactical game where you play a group of mice defending their wooden-block fortress against the toy army soldiers marching forward to driv...

Shadowing and lighting my RPG's walls

I was trying to figure out some some shadowing stuff, and so put this image together for my own benefit, and then figured I'd post it here and share it with anyone interested.

Here's how I'm shading and lighting the walls for my game.

http://static.ow.ly/photos/original/66FOa.png

I was considering using Screen or Additive blending for the light, and M...

Update on 'Of Stranger Flames'

Haven't posted in awhile. I've been busy doing some minor VBA scripts as well as necessary housework projects, so I haven't been able to make much project on my game.

Anyway, I'm back knee-deep in Of Stranger Flames again. It's so refreshing to be able to speak my native C++ language again!

Editor work:

I just finished getting tag-filtering re-implem...

Mockup room, for motivation

I've been intermittently busy with real life the past two months or so, but that's wrapped up now.
Slightly discouraged by the lack of progress on Of Stranger Flames.

Today I slapped together, in MS Paint, a mockup up something close to the art style I'm trying to go for with this game using existing art I have made in the past. There's some minor differ...

Editor work and forest work

For a few reasons, I needed to rework a good part of my game editor *again* . This is at least the third time.

Here's the work I did today and yesterday, but I think I'll be able to quickly re-integrate the components from the previous editor . Most of the underlying engine code is the same.

http://img834.imageshack.us/img834/4323/8s3.png

Last post I...

I'd like to be a tree

I'd like to be a tree I know I haven't posted in a long while. Still working on Of Stranger Flames , but progress has been sporadic. Still optimistic though!
Here's some of the tree art I've been working on:



Alas, this is not a screenshot from within the game, but merely layering the tree components (shadow, trunk, leaves) over each other in a image editor. Because the tru...

Hammering away on code and art

I've been busy with code, and though I've been making little progress, progress is  being made.Yesterday and today I tossed together some art for my game to give me a break in-between compiles. This week's theme has been rough wooden structures.(Note: This art, like all the art I reveal on here, is copyrighted by me for use in my own projects, so duhnt ya...

Layers interacting with the editor

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...

Some 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...

And I shall walk the streets of Hahdief...

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

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

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...

Character concept art, eccentricities, plot, and infrastructure work

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...