Thursday, 19 August 2010

update August 2010

Just a little update to say progress on HERO: CF is still going well but I'm starting the level work from scratch. I've decided the old way of tiling layouts and all that was too tedious and time consuming so I've been writing code so that the game itself fixes up everything from the basic layout work, so it sorts out what depths the tile layers (cos I was always confusing myself and putting tiles onto the wrong layers and having to fix them up a lot) are meant to be based on their tilesheet id and also adds all the level shadows in by itself. This saves me a hell of a lot of boring work in the long run and also massively reduces the chance of missing tiles (I've often missed putting a shadow tile somewhere and not noticed it for ages, that's now impossible to do with the new system so that's nice). It also adds all the collision boxes in automatically too so that's another job I don't have to myself. All I have to do is the main tile layout and all the rest of the junk gets done by itself. Just a couple more bits to add then I can get back to doing the level layouts again and this time it will be much, much faster to get them done.

Saturday, 20 March 2010

Hero: CF update

Done a lot of coding and small graphic effects on Hero: CF lately and someone asked for a new screenshot so here's one... that doesn't show any of the coding changes or new sprite effects ('cept for the new crate sprites). What it does show though is the jetpack isn't necessary to get through this room. There's a reason for that which will become more apparent when I release the demo.

HERO: Celestial Force new screenshot

And yeah you may have noticed I changed the blog template. This is because the old one wouldn't let me change the width of the post bit so now I can on this new template. This means I can show the larger scanline images without having them scale down and needing to be clicked on.

Wednesday, 17 February 2010

Minor update to C.P.C.

Just a small post to say that a minor fix has been added to the Cosmic Prison Commando demo regarding the fullscreen resolution change mode (pressing F3) that some users of Nvidia cards may have been having where for some reason the whole screen went black though the game seemed to running. The same fix has been applied to the upcoming HERO: Celestial Force demo too.

The Cosmic Prison Commando demo link has been updated with the fixed version so please redownload if you had the above issue. Thanks.

Tuesday, 5 January 2010

Update 5th Jan 2010

Hope everyone had a good new years.

Here's another new pic from HERO: CF.
Click on it for it's fullsize and proper view. This is a scanline pic (so looks darker since the blog is scaling it down).


Yeah I added some green plantlife which ya don't really get much of in caves but it's an alien planet and I wanted a bit of extra color in it so there ya go. Rock layout is a little less blocky now too adding more slopes.

Sunday, 22 November 2009

Celestial Force update



New screenshots. Click on them for full view.

So yeah still working on it.
And yeah I still ain't quite got the troopers firing at ya yet. They're a lil complicated but hopefully worth the hassle. They are what I'm focusing on coding/animating now. They (and other elements of the graphics) have been improved since the last screenshots though what you can't see in still shots are the smooth animations.

Monday, 19 October 2009

Killed me with a sword...

Haven't done a lot of project stuff in the past week since buying Uncharted 2: Among Thieves for the PlayStation 3 (I won't bore you with just how much I freakin' love that game as I could go on for ages on all the things about it I admire and adore. Has easily become my new favorite game of all time) but I have done a few things like fixing up the tileset for the 'Aldria Mines' which is level 1 (well, the first proper level anyways) of 'Hero - Celestial Force' as various aspects of the tiling had started to bother me. The main generic trooper enemy too has had a bit of a redesign featuring in my opinion a cleaner and bolder look though it means I now have to redo his animations but that's fine. It's worth it. I've also done a few new sprites for 'Cosmic Prison Commando' but not animated or coded the objects that use them yet.

As for non-project related pixelling I did a lil piece for the Hexquisite Corpse Collab II at Pixelation. I found the palette quite difficult (lack of purples or magentas which apparently I seem to rely on :P ) and it was a bit of a departure for me having to come up with a somewhat strange image but I'm glad I got involved even if I just did the one tile. The full finished collaboration will be revealed when all the tiles have been filled. I hope mine doesn't suck too much. I can't even explain why I pixelled what I did.

Been considering taking down the main website since I just feel no desire to update it and find it too much of a hassle. I think I started it's last update over a year ago and still haven't got around to finishing it. I'm not sure it really even serves a purpose anymore. I might feel a bit different once I got the demo of 'Hero - CF' ready. I don't know.

Wednesday, 7 October 2009

Iji v2

Did a fansprite of Iji a lil while ago which can be seen here
Wasn't truly happy with it so I updated it and redid the gun and some other details and tweaked the palette a bit. So here ya go.



Been updating some of the Hero - CF graphics too. Mainly the level 1 tileset and various enemies. It's looking better than before. I've been practising drawing again cos I seem to not be as good as I used to be so am learning to draw even half decently again, which I'll be needing for the various cutscenes and other larger imagery in the game.

Saturday, 19 September 2009

Menus

Coding menu systems is very tedious but I've sorted it now and made me a good and easy to add to system for it. Hero - CF's main menu/options are nearly all done and I can copy/paste that script and inset it into C.P.C. with only minor modifications needed (for the graphics mostly and the wide pixel res). Seems to be one of those things I put off for ages but once I've got it done it seems I never have to do it again. I like those. In the next C.P.C. demo that options menu will be 'un-grayed' and actually usable. Working on the redefine controls bit now.

Here's the Video section of the menus for 'Hero - Celestial Force' just as an example. Click on it to see it properly.

Friday, 11 September 2009

C.P.C. technical issues.

Seems most of the people who've had problems running the C.P.C. demo use certain types of Nvidia's Geforce cards and I think it's causing issues with the surface technique used in the game to get clean non-blurry pixels in fullscreen. Until I can fix this and get it confirmed (difficult when you don't actually have access to the hardware mentioned). I've got a couple people now on my MSN who have these video cards and when I've got a clear head I'll try some work-arounds.

It also seems there is an issue with running the game on Windows 7 RC. Perhaps the Geforce workaround will work for that too. I don't know. I'm gonna need to think of something since all my projects use the same technique.

Saturday, 8 August 2009

Tribute post to a great pixel artist

I've had a couple emails in recent times from people who like my work and seem to think I'm among or even actually the best pixeller using Game Maker. I assume these people have never seen DarkfalzX's work. I think he focuses more on GBA and DS coding now rather than GM but he's a better pixel artist than I could ever hope to be. Certainly professional commercial quality. His character spriting and animation is generally superb as are his background and tiling work too. You guys really should take a look at his gallery at Pixel Joint to see what I mean. Honestly despite my differing preference in style (I'm not so keen on cutesy fantasy stuff) I wish I had even half the talent of this guy.

Check out some of his work at DarkfalzX's PJ Gallery