Archive for January, 2007|Monthly archive page

Carpal Tunnel Logo

I worked about 3 hours on this, which is a bit long, but I’m quite scratchy. Being quite fiddly with a mouse, my hand is now aching. Silly thing is, in a cupboard around here some place is a wacom.

CLICK the image to see it in its high definition glory!

The pixel art plugin for flash is how I usually achieve ISO pixel art. Unfortunately, I don’t have a currently licensed copy of Flash at home and I exhausted the trial, so I used MS Paint.

I think it needs more going on, like a little mascot or something… Any thoughts on a mascot?  I would do a space invader either side but who knows what the legal issues are.

Another Variant [Update]

Diferent shading, mor consistant light source.

Xanadu WIP

Some of my work on my scroller. Very early days but I’d like to show it off a little.

Get it from FileFront (opens in new window)

Some notes:

  • One silly level that just ends up trailing to nothing.
  • No Shooting.
  • A stationary enemy that you can fly through.
  • No collision detection
  • You must meet all the XNA requirements, I believe that microsoft have a redistributable package someplace – I will link it when it isn’t sunday night and time for bed :)
  • It’s got a dodgy system for working out aspect ratio. On my laptop which is 1680×1050 it definitely looks a bit silly – the starfield and the bounds for the fighter are smaller than the screen.

Keys:

A/S/D/W for left/down/right/up

V for the “A” button to start (yes the intro screen is thinking in terms of an XBox 360)

ALT-Enter will make it fullscreen.

ALT-F4 will exit.

Thanks to the #XNA and #Gamedev channels on Efnet for their assistance to date!

Dude.. Too Easy

A community announcement for those people suffering from “Dr-Rambo-The-Tough-Guy” syndrome. The cure is simple, take one of these before bed:

Animator2D on Codeplex

Got the site today so all my dev on this rather simple library will be over at: http://www.codeplex.com/Animator2D

If you use it, do drop me a line to let me know!

Animator2D Ultra-Pre-Alpha release!

Here is something I have been working on. If you like it and work with it (especially if you create behaviours) then please drop a comment with a link to patches. There’s still much to do, especially temporal easing/scaling.

It appears at first to do very little, but you’ll note that position and heading vectors provide a lot you can animate against. E.G. 

  • The size of your mob engine flames based on vector.length
  • Orientation of your mobs based on Atan(vector.X,vector.Y)
  • On screen position of course :)

Grab the source from File Front

It LGPL so don’t be afraid to use it in your games.

More updates soon, and hopefully a codeplex project for it. 

First Screenshot

Not even remotely playable yet…

What’s planned to make something playable:

  • Ship Model that can attach various weapons
  • Ship Model that isn’t ugly.
  • Better artwork for background
  • Better background tilemap (writing an .fmp importer for this)
  • Some Hud to keep score
  • Simple enemy models
  • Simple enemy behaviour.
  • Simple powerups left behind by enemies

Thats it, nothing fancy, no destructables, no bosses, 1 level. I hope to get there within a month.