Author Archives: Bleck

Stellar Nurse premature post mortem

First thoughts. This is the first post I’ve written since I updated wordpress, and, what the fuck wordpress. You’re going to destroy a good piece of software. Why is this post mortem premature? Because we aren’t done with it yet. At least, I’m not. A ‘post-compo’ version is on the way with some gameplay tweaks [...] Continue reading

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World Generator

I’m releasing some SOURCE CODE for my metroidvania world generator thing. LOOK HERE IS THE SOURCE CODE Flashpunk Demo Alternative content Continue reading

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Gum FlashPunk Demo

Hey look, this post has been updated with source. SOURCE CODE Flashpunk Demo Alternative content Continue reading

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Gum

One of these (incredibly simple demos) is using Flashpunk, the other is using Pixelizer. Okay, so, it’s just a button ( I actually intended to duplicate the functionality in Pixelizer’s equally simple GUI example as closely as possible ) but the important thing is that it’s apparently identical. Flashpunk Demo Alternative content Pixelizer Demo Alternative [...] Continue reading

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How does SteelGolem manage to write everyday?

When he basically does nothing? Well, I basically did nothing, except improve the map somewhat (no demo here yet). It has panning controls and hilites the current room. I’m also displaying the whole thing, though in the final game that certainly won’t be the case. In semi-related things, I’m using Flashpunk. It looks like Flashpunk [...] Continue reading

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Pathfinding

Not too much to show here. Except for pathfinding. Platformer Alternative content Continue reading

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Generating a single area

Press C to create the ‘starting area’. Platformer Alternative content Continue reading

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2-27

I reskinned this blog to match the logo I made yesterday.

It’s replacing this thing.

It’s an improvement, right?
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World generation

I’ve been working on this world generation for a procedural Metroidvania. Unlike a roguelike, which by comparison is relatively simple, a metroidvania world generator has to take into account powerups that allow the player to reach new places. That understandably complicates things. The best attempt at this I’ve found on the internet thus far belongs [...] Continue reading

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Testing flash embedding

Just testing some flash embedding. Ignore the generic platformer. Or.. don’t. Platformer Alternative content Continue reading

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Been a while

So it’s been a while since I wrote anything here. I wrote a whole series of articles about a scripting language I probably won’t use for anything over on gamedev.net. See it over there http://www.gamedev.net/blog/342-jemgine/. I don’t know what’s going to happen to Gnomes. I released a ‘build demo’ of it, but nobody liked it [...] Continue reading

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LudumDare on Sunday Morning

Oh and there’s a game too.
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The LD website is down!

Right in the middle of screenshot saturday!
Well, first, the game!

Second, Dinner!

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So that was easy.

package
{
import net.flashpunk.* ;
import net.flashpunk.graphics.*;
import net.flashpunk.masks.Grid;
public class OgmoTileMap extends Entity
{
[Embed(source = "assets/gfx/tiles.png")]
private const TILE_SET:Class;
public var tilemap:Tilemap;
public var grid:Grid;
public function OgmoTileMap(map:XML)
{
type = “world”;
graphic = tilemap = new Tilemap(TILE_SET, map.width,
map.height, 32, 32);
for each (var tile:XML in map.layer0[0].tile)
{
tilemap.setTile(tile.@x / 32, tile.@y / 32,
tilemap.getIndex(tile.@tx / 32, tile.@ty / 32));
}
for each (var rect:XML in map.layer0[0].rect)
{
tilemap.setRect(rect.@x / 32, rect.@y / 32, rect.@w [...] Continue reading

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Preparing for LudumDare

That’s right! I want to actually compete in this one. It’s going to be hard, as I have to work on Saturday (Don’t I always?) and I never think to ask for it off in time to actually get it off. And it’s going to be even harder because I’ll be doing my entry in [...] Continue reading

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Compiling entities to a single vertex buffer

This is something I’ve wanted to do in Jemgine for a long time. Currently (Well, until last night) to draw an entity (And, I mean every entity) meant iterating over all of an entity’s attached elements, discovering if they were renderable, and then drawing them. Drawing each attached element usually involved at least a texture [...] Continue reading

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Gnome Colony

This isn’t the first ever screenshot of this. But it’s the first screenshot of the 3d version.

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Fake HDR

DrPetter pointed out a real simple way to fake HDR for deferred rendering. The problem is that when multiple lights shine on a surface, they can’t over brighten – you need HDR for that. Well, this is a pretty simple method of faking it. Draw each light onto the light buffer at 1/4th intensity, then [...] Continue reading

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Tweaking lighting

I changed it so the middle ground casts shadows, but doesn’t receive them. So now you can actually see things.

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Please try Inform7.

You will not regret it. It is an incredible declarative programming language. I’d love to see a more general-purpose version of this sort of paradigm. It doesn’t have function calls, so to say… well, it’s hard to explain. You attach actions to other actions. Since it exists only in a player-driven environment, this works quite [...] Continue reading

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