Developers' Diary

'Art'

Iteration

Thursday, April 15th, 2010

Managed to more or less finished some of the wall and floor tiles last night. As soon as I was done (as goes with these things) I noticed a number of artistic and logical issues with tile placement that weren’t apparent while making them. In the end, I decided to start again. So far in […]

Ditherin’

Tuesday, April 13th, 2010

For our meeting on Saturday, I made some tiles that Fet and I could use, as mentioned earlier. These were really simple, basically a new set that had some floor tiles, some stone blocks, and some pitfalls – the basics for making a level. Since then, I’ve been working on a developing a nicer version […]

“n”: You see a Mycon in the field.

Thursday, April 8th, 2010

Talked to Fet the other day about changing the way levels work in the game. Previously, each level was just a single screen, and now we’re looking at making it so that the edge of any given level will (optionally) take you to another screen, like in TLoZ. Moving in a more adventure game / […]

Cliff

Monday, April 5th, 2010

Still making progress! Managed to finish version “A” of the cliff tile-set earlier this week. Easily the most complicated tiling i have attempted. Many tiles have to be able to seamlessly tile with about 6 other tiles in any combination. In the end I managed to bother Fet into working out some slightly more flexible […]

Do the hitstun shuffle!

Wednesday, March 24th, 2010

Last night I got some good work done! Along with the work that fet was able to finish yesterday we’re making some solid progress. Pictures soon, promise. Fixed some bugs in shooting while running animation Re-exported shooting while running frames Updated palette on various grass tiles Made Mycon spawning “hole” (might change this to something […]

Paraplu: Layered Editing

Monday, May 19th, 2008

So Paraplu’s level editor has so far only supported changing the map layer of a level. But there are two other layers in each level: objects and “entities” (meaning enemies or townsfolk). It was surprisingly difficult to adapt the level editor to work on these other layers, because each layer was kind of a special […]

Brief Update

Thursday, February 7th, 2008

Added nice fading sliding inset images for dramatic effect. Tested this with a nice quick portrait of Brianne that Jules threw together. Tied the synchronized pod-gun to the Trust score. Now the better you do (in the eyes of your support pilot), the better your coordinated firepower gets. All of the crazy numbers we had […]

Crystal and Music

Saturday, July 7th, 2007

Hey everyone! I’ve been working on the game recently, and things are going nicely. More character poses have been made and I am definitely getting a feeling for how to make them work faster. I decided to draw one of our more less-major characters recently, who will probably turn up in the demo. Usually in […]

A Softer Landing

Thursday, April 19th, 2007

We have a new title screen, replacing the one we’ve had for years now. I really liked the old handwritten logo, the one you see at the top of this blog, but maybe we can still use that somewhere. We’ve made so much progress with the little details that have been on our list forever: […]

Say Hello to Anastacia

Tuesday, April 3rd, 2007

Jules and I got much done yesterday. I brought several old systems back up to date and did some various fiddling and fixing here and there. He created the much updated in-game version of Ana, our oldest character. She has a brand new, cuter hairstyle, and a casual outfit. The scene she’s standing in is […]

Presented in Cave

Wednesday, April 12th, 2006

Here are some screen shots from the demo level we have been working on. Two scenes outside in the desert, then a shot entering the cave, and a scene inside the cave. A nice effect that turned out to be a lot cheaper than I expected was tinting the whole screen blue when inside the […]

Radia

Wednesday, July 27th, 2005

Hi. The game looks pretty good right now. Today we made a list of all the things that need to be done before we can release a demo. It’s a long list, but everything on it is possible. Our goal now is to shrink the list down to nothing, release that demo, and finally let […]

Splosion

Monday, July 25th, 2005

Here’s the explosion I was talking about… I had to knock the frame rate down to 4/sec to get these screen shots…

Cinnamon

Thursday, January 27th, 2005

Finished this very recently. She’s the last of the “main” female characters I had to finalise, so it’s a good feeling for me. Now, I’m concentrating on creating some of what will be in-game art. In some ways easier, in most ways – much harder. Next up is a background. We’re really moving along now!

Isolation

Sunday, January 23rd, 2005

Jules has come up with some lovely concept sketches indeed for Miss Cinnamon St. Cloud. All of our other main characters so far have been easy for him to conceptualize, but for some reason Cinnamon, my personal favorite so far, has been giving him trouble. Finally, after long discussions and provision of examples, he felt […]

Cinnamon

Saturday, January 22nd, 2005

Well, I’ve been doing a bit more drawing over the last few days. A few things are coming out nicely, though slowly.. I still haven’t quite found that “spot” where I can just draw without hesitation. I’m sure artists will know what I mean. Anyway, I’m enjoying the drawing a lot, so it’s all good. […]

Soft rambling

Friday, January 14th, 2005

My side of this project primarily deals with grafix. Usually, I’m an artist by whim. I draw and fashion on the screen what passes through my mind, inkings, musings, feelings and thoughts. This, I think, is probably the longest time I’ve made a concentrated effort to produce something that has true form and substance, something […]