EverEnding DevBlog 178: Pixel
Another slow week, though I feel like I’m starting to get back up to speed. I’ve been going back to animation work, though with a number of false starts: First, I discovered that I’d messed up somewhere in the process…
Another slow week, though I feel like I’m starting to get back up to speed. I’ve been going back to animation work, though with a number of false starts: First, I discovered that I’d messed up somewhere in the process…
Well, I brought this up in yesterday’s post, but this week has basically been a long exercise in not getting anything done, and I’m still figuring out how I feel about that. On the one hand, i recognize that sometimes…
This was not a good week for me. Progress-wise, I have two tilesets that are maybe about 25% done on average, the tree wood tileset and the stone tileset. A new challenge has emerged with both of these: Due to…
This week was largely spent developing a dirt tileset, the second of the three main tilesets I’ll be using in the first section of the game. It’s not perfect. If you’re used to looking at tiles, the repetition in the…
This week I developed a very simple but powerful addition to the tile editor: Channel toggles. Each tile in a level holds three values, the collision shape of the tile, the graphics bank to draw from, and the index of…
This week was mostly just working on the grass tileset, small tweaks to make the transitions seamless, big tweaks to give more of a sense of light and atmosphere. While I had directional lighting in mind a bit with the…
This time last week I was adding detail to areas, trying to build out something that felt kind of finished and polished. This week I found out why you don’t want to do that until you’re working with at least…
It’s weird how quickly time passes when I’m working on these levels. In some ways it’s hard work, and I often feel quite tired afterwards, but in the moment the hard work is effortless, an endless series of tiny changes…
This week I decided that my game levels needed to have a background layer as well as the normal front tile layer I’ve been using. This solves a couple of problems: First, it lets me add a lot more detail…
The bulk of this week was taken up by completely overhauling the game’s tile system. I’ve created a new template for all future tilesets: Because this is standardized, I’ve updated the in-game collision data to match the template, which means…