Anathema Mines – now with animated characters
So .. I’ve done a ton to the game in the last day or so. Got all the in game features working nicely and stuff. The most notable visual change is the addition of characters. Check out these lil’ guys! These are the same guys I used in the original “Dynamite” I made for pyweek like a million years ago. They work pretty well scaled down and tiny. Next up, I gotta add a basic save/load interface for my level editor and then start churning out levels and all that!
Oh, and I grabbed all the sound effects from Dynamite and Escape from Anathema Mines and added them into this game. Makes it feel a bit more lively! I’ve also added “data cartridges” that display text messages when picked up, I guess that’s the cheap way to give a game some vague story-line.
-Phil
UPDATE: Using my cool-sauce edge generation script, with just a few minutes of graphics work I can get a totally different look to my game. This is going to be super helpful to giving my low-budget game the appearance that it has art in it (maybe).
Weird and squiggly:
Fractalicious Puzzle Shaped:
Square:
I think with varying the user flashlight color and varying the floor texture I can probably get some really different feeling settings for the game to take place
-Phil




that is sweet. by what means are you producing those edges? some kind of l tree?
I’m using a base set of 7 tiles, then rotating and pasting those together in a ton of different ways to produce all (256) possible combinations of tiles. Then I just render the appropriate tile per each cell based on which adjoining cells are the same cell type.
I’m not sure if that all made sense, there was some article that sort of inspired it .. but I can’t find the link.
So is that side based tiles rather than corner based?
ie,
no wall sides (solid wall interior)
1 side wall (wall face)
2 side walls (adjacent / corner piece)
2 side walls (opposing / isthmus)
3 side walls (wall end)
4 side walls (isolated brick)
no side walls (empty space)
It’s based on all 8, sides and corners. So that’s why I use a script to help generate them because there’s 256 possibilities, though a ton of them end up being the same image, so it ends up being ~54 tiles.
So is the tile grid essentially being made higher density because of how the 54 compound tiles are are made up from the seven smaller elemental tiles?