Today I wrote a texture-packing tool for my game engine. It takes a lot of small image files and "packs" them into one really big image file.
Just for kicks I ran it on every single .png file in Tanky-Tank. This image is the result:
This image has been shrunk down, even after you click on it to see the larger version. The actual size is 4096x2655.
Friday, December 30, 2011
Thursday, December 8, 2011
RGB Version 2
Wednesday, November 30, 2011
Particle Editor
I spent the past couple days re-writing the particle system and editor for my game engine. Here's a screenshot:
The user interface on the right s totally auto-generated based on whatever code variables are modifiable in the particle system.
The user interface on the right s totally auto-generated based on whatever code variables are modifiable in the particle system.
Monday, September 19, 2011
Starship Builder - New Art (again)
My previous attempt at creating a new art style for Starship Builder was such a failure that I figured I'd try again! I'm not thrilled with the result, but I do think it's better than the original, and much better than that previous attempt.
Here's what it looks like:
Future Walt thinks that those sickly green people are really ugly.
Download this latest version for PC and Mac.
Here's what it looks like:
Future Walt thinks that those sickly green people are really ugly.
Download this latest version for PC and Mac.
Thursday, September 15, 2011
Starship Builder - Multi-Ship!
The past few days I've been working on a big new feature that I've been wanting to add for quite a while: multiple ships! That is, each player can now control up to four ships. I think supporting multiple ships per player is important because 1-vs-1 ship combat, while fun to watch, can be a bit dull and non-interactive to actually play. By allowing multiple ships, I'm opening up more tactical possibilities, such as flanking and maximizing the strengths and weaknesses of different ship designs.
Once in the simulator, you can add a friendly or enemy ship by pressing either the "Spawn Friendly" or "Spawn Enemy" buttons. Once you have more than one ship, simply click on a ship to select and control that ship. The rest of the game works just the same.
Download for PC and Mac.
Here's a full list of the latest changes:
Once in the simulator, you can add a friendly or enemy ship by pressing either the "Spawn Friendly" or "Spawn Enemy" buttons. Once you have more than one ship, simply click on a ship to select and control that ship. The rest of the game works just the same.
Download for PC and Mac.
Here's a full list of the latest changes:
- Added support for up to 4 ships per player.
- Ships are now more intelligent about how they fly to a location: they will fly directly to the location at the maximum speed and then will rotate into final position once arrived.
- Bullets now fly through space twice as fast.
- Big performance improvement to physics calculations.
Monday, September 12, 2011
Starship Builder - Automated Crew
Before I talk about the latest new features of Starship Builder, I want to mention that I decided to dump the new art style that I tried in my previous post. While much cleaner and more "slick"-looking than my original uber-crappy programmer art, the new style just didn't *feel* right for a game based on a detailed starship simulation. Also, it reminded me too much of the art style of Captain Forever.
Anyway...
In recent versions, it was possible to directly control the crew of your ship, explicitly assigning them to various stations. This proved to be too hard to manage, especially as ships were constantly moving about and rotating -- it was too hard to select the desired crew and tell them where to go.
So in this latest version, you no longer have any control over the crew on your ship, who are now completely automated. The crew will now by themselves seek out jobs to perform -- you don't have to worry about that. Different jobs have different priorities so that, for example, the person manning the Cockpit will never leave his job to man a cannon. Eventually you may have a way to adjust the priority of what jobs the crew is performing -- say, manning weapons versus repairing systems -- but this feature is not implemented yet.
However, you do have control over which systems are activated and which are not. By default all systems are active, but if you select one or more systems and press the C key, then any crew manning those systems will automatically leave and find other jobs to perform. Press the C key again to re-active the selected systems.
Download for PC and Mac.
Here's a full list of changes:
Anyway...
In recent versions, it was possible to directly control the crew of your ship, explicitly assigning them to various stations. This proved to be too hard to manage, especially as ships were constantly moving about and rotating -- it was too hard to select the desired crew and tell them where to go.
So in this latest version, you no longer have any control over the crew on your ship, who are now completely automated. The crew will now by themselves seek out jobs to perform -- you don't have to worry about that. Different jobs have different priorities so that, for example, the person manning the Cockpit will never leave his job to man a cannon. Eventually you may have a way to adjust the priority of what jobs the crew is performing -- say, manning weapons versus repairing systems -- but this feature is not implemented yet.
However, you do have control over which systems are activated and which are not. By default all systems are active, but if you select one or more systems and press the C key, then any crew manning those systems will automatically leave and find other jobs to perform. Press the C key again to re-active the selected systems.
Download for PC and Mac.
Here's a full list of changes:
- Player no longer has control over crew. Crew is now completely automated.
- Select systems and press C to toggle them on and off. Deactivated systems use no crew.
- To move the ship, press M and click the destination.
- Can double-click a system to select similar systems.
Monday, August 8, 2011
RGB
I spent my free time during the past week or so working on an experimental prototype for a new gameplay mechanic.
RGB is an experimental prototype of a 1st-person puzzle game. The core game mechanic is based on the idea that "if you can't see it, it doesn't exist", such that if your line of sight to an object is obscured, then the obscured object will no longer exist. There's also the added twist whereby many objects only exist in one or two color dimensions, and those objects will only obscure other objects of the same color. For example, a red object will only obscure other red objects, while a yellow object (a mix between red and green) will obscure red, green, and yellow objects.
Puzzles consist of finding proper vantage points, pressing buttons to change the colors of objects, and moving blocks around. The puzzles are physics-driven, but physics is only a supporting element to the real challenge of mixing colors.
You can download PC and Mac versions of the prototype.
RGB is an experimental prototype of a 1st-person puzzle game. The core game mechanic is based on the idea that "if you can't see it, it doesn't exist", such that if your line of sight to an object is obscured, then the obscured object will no longer exist. There's also the added twist whereby many objects only exist in one or two color dimensions, and those objects will only obscure other objects of the same color. For example, a red object will only obscure other red objects, while a yellow object (a mix between red and green) will obscure red, green, and yellow objects.
Puzzles consist of finding proper vantage points, pressing buttons to change the colors of objects, and moving blocks around. The puzzles are physics-driven, but physics is only a supporting element to the real challenge of mixing colors.
You can download PC and Mac versions of the prototype.
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