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Posts Tagged ‘Graphics’

Maps and Code

Sunday, January 25th, 2009

This past week has been keeping me both really tired and busy. I haven’t been able to do much in Neox and I notice now that I’ll have to plan where to attack next in advance. It was easier when you had all the time in the world and you could just do whatever felt right at the moment, but now there’s a lot of working systems and small touches to big details that need attention and I feel the need to approach them according to priority. Priority to what? Yeah, I need to sort that out as well. A playable demo? Storyline? The actual game or more tests?

Ironing out these things will be a first priority right now but I’ll definitely code more meanwhile. I spent a lot of time yesterday on a neox-related thing that’s outside the game, I’m being evasive here because I haven’t decided if I will deploy it. I’ve also been working on some javascript and html because I might build a website around Neox instead of keeping it ONLY as a development blog. This is future stuff and is why I need to prioritize better.

I have put some time into making a second playable map with Chompers in it. This is basically to test that everything is working as planned when changing maps and to test my old indoor tileset with parallax, and it looks good even if it’s simplistic.

Inside Map

Inside Map

I’ve been checking the performance profile for Neox on Windows and it’s nowhere near any dangerous FPS hogs, not all that surprising since I don’t really do anything horribly CPU consuming. I tried throwing a few thousand Coin Particles in at the same time and the performance profiler seemed to give weird results, but the ones I could read seemed promising and ingame there was not so much as a hint that the FPS would drop. I don’t think my game will ever become a drain on the system in any way right now, so this is good news I guess. I think I’ve been rather good at writing efficient and easy-to-develop-with code that should work well on the Xbox 360 - but this remains to be seen.

I will get my priorities straightened and I hope to get back on some REAL Neox-updating-tracks!

Monsters!

Monday, November 24th, 2008

Today I’ve been doing some monster-entity code in the game-engine and so far you can atleast control the player and jump around, push buttons to open doors. Not much to report today, so I’ll just show you a monster I am working on.

Chomper

Chomper

Improvement

Sunday, November 23rd, 2008

I think I’m getting the hang of it now, I am quite content with this style. I noticed that taking things out of my head as I go seem to work better than trying to make realistic fantasy stuff. Well, I guess rocks are realistic/natural, but anyway - the world of the game I right now call “Neox” - is coming together!

Mysterious Door

A New Path

Saturday, November 22nd, 2008

I have renamed the whole blogg to Project : Game Making, because I seem to have met up with a few roadblocks. Mostly it’s been graphically related issues, like having to make my own art. Which is a terribly boring limitation, but I think I’ve solved the issue now. Because my newest idea which I think is the one to aim for, I have produced art I’m quite happy about.

Click for full images..!

Working on 2D Sprites

Saturday, November 8th, 2008

Old

Before

I re-tackled my one character sprite, and before you make up your mind about how the guy on the left looks like let me tell you it was sort of a joke making him bald and ugly as a sort of side-dish along my fresh steaming lack of talent.

New

After

So, I tried atleast going for something more common in shape and add one or two details to the torso as well as lengthening the legs. It’s not done yet, but I’m getting sleepy over here and felt like updating the blog with some progress atleast.

Except for the fact that I dread the thought of animating the new sprite, I feel rather good about the outcome. Maybe I can throw together something, eventhough I’m no sprite-genius.