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!
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.
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