September 28, 2011

A downloadable test version of graphics/tile editor

Hi There,

The last two weeks were full of work ergo I had a very short free time. At least I could make an initial working version of my graphics editor. It still has no real name. Only the characterset editing is implemented yet.

You can download it, test it, use if seems useful. Positive criticism and tips to make it more usable is more than welcomed :)

It is a windows executable, it needs installed .NET 4.0 runtime
WIP version of graphics editor

September 12, 2011

Tile Editor is on its way

Last week I worked on an editor to draw characters, tiles, sprites. It is wery WIP yet, I can draw characters only, no save/load yet. This current editor is the 3rd revision of my earlier editors. This means I don't need to reinvent the wheels, lots of code can be taken from the older versions.
It will contain 3 tab pages:
  1. Character editor:
    You can edit all the 256 possible characters here. You also can see all the 256 characters in a larger table.
  2. Tile editor:
    You can edit 256 different tiles (from 2x2 to 4x4 sized. For AiT2, I need the 2x2). All tiles are composed from characters which you can edit on the 1st page.
  3. Room editor:
    You can edit rooms built up from tiles. For AiT2 I need 40x22 chars large rooms which are composed from 2x2 chars large tiles. This means a 20x11 tiles large tilemap. The tiles comes from the 2nd page.
Why do I develop a third version? I'm not 100% satisfied with the second version (1st does not exists, it was evolved to 2nd version). It is slow. My aim is to see the result of my editing "online" or "as soon as possible". That means if I slightly modify the character "A" I want to see its modifications not only on the "Character editor" page but on "Tileset Editor" page and in "Room Editor". The second version solved this probleam but redrawing the images on every change of any pixels made the whole thing slow.

Character editor in action

September 05, 2011

Weekend coding

Last weekend I did some coding. I wanted to develop an initial version of avatar control and movement: walking, jumping, falling. And a basic collision detection with the walls.

First I made a prototype in C# using only byte and word types only. When this algorythm functioned well, I converted to assembly code.

Current features of this control system:
- builtin interia system: when player start to walk left, it starts at low speed and gets faster and faster, etc.
- jumping at variable height.

I took a short videoclip about this feature:

September 01, 2011

A small animation

I made a small animation for the spikes in the second map of previous post. It is a very basic animation.
There are two version of spike. The left one is in the shadow and the right one is without any shadows.

These are the animation frames.
The animation in large..
...and in small size.

Maps

Finally I got some free time and achieved to complete a pair of maps. They represents different worlds and they are positioned in the easier part of the whole game.

This very easy level comes from the cloud world:

This one (sky city?) is also very easy but I placed some nasty spikes where you can fall (and die, muhahahah) if careless. I'll put some nice animated propellers around the city which keeps the city in the sky.