Mutant Amoeba Development a peek behind the scenes at the MAD lair

31May/120

tilesize change glitch hilarity

Posted by pentaphobe

tilesize change glitch hilarity

I just switched the engine over from 16x16 to 24x24 to make the most of the wall masking stuff, I also thought it'd be a good way to find any of the stray hardcoded tile sizes.

 

Turns out I was correct

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31May/120

In The Games Of Madness: Unconventional Design Tips

Posted by pentaphobe

Find some core mechanic of controlling and interacting with the game, be that sidescrolling shooter, point and click or whatnot and then focus on the big picture. What feelings should game create, what is the theme, what kind of message should the game get across? This means creating an overarching structure for the game first, and then when you start designing the mechanics, levels, etc you make sure that it goes along with this.

via In The Games Of Madness: Unconventional Design Tips.

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30May/120

You down wit OPT (Other People’s Technology)

Posted by pentaphobe

I'm trying to avoid overwhelming this blog with non-project related stuff, so I'm going to just link a few in one post occasionally.

CryEngine 3 - Soft Body Physics - YouTube.  This one's lovely - I'm surprised it's taken us this long to get here.  A friend of mine and I started a business together back in 2001 which was going to focus its energies on advancing the procedural capabilities of software tools, this particular video shows one of the things we felt needed addressing. Alas we both got contract work and the business closed with nothing more than a lot of interesting speculative design.  (it's worth noting that we weren't aiming at the realtime market, this sort of tech should have been much better in 2001 than it was)

30May/120

Pre-sleep update

Posted by pentaphobe

(Really I'm just going to post screenshots and ramble.)

29May/122

A few spritey inspirations, references and a tip from me

Posted by pentaphobe

A quick method for antialiasing your sprites (timelapse)

More after the fold..

28May/120

Old habits and managing complexity.

Posted by pentaphobe

Often when a project gets beyond a certain level of complexity I'll end up prototyping features in a new project instead of adding to the existing one just to avoid scrambling around fixing or un-breaking things.

This is really good in a lot of cases, as it reduces the fallout from getting carried away adding new stuff  and potentially breaching certain contracts of neatness that you've been fulfilling up until then.  Occasionally though, I have my doubts.

27May/120

Silly logo diversions

Posted by pentaphobe

Brain stopped working for a bit as I'm currently neck deep in some tricky rearranging.  This means I'm saying "yargh!" a lot more than normal and also means I'm taking frequent breaks.

The last break resulted in me whipping this up in Blender:

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27May/120

A short video showing border tiles

Posted by pentaphobe

Currently the engine automatically halves tiles that are on edges and then selects sections of a special edge tile.  So these curved bits are done using only two tiles:

 

So the normal old tile is (A) here, we've added a second tile (B)

The engine then recombines sections of these tiles (only when necessary).

The next version will utilise the more common arrangement of 3x3, but I think this approach is neater than other ones I've seen which generally rely on there being a logical map of one size, which is then turned into one 3x size, or with smaller tiles.

26May/120

Pretty good work, especially considering it’s his 2nd sprite!

Posted by pentaphobe

also I threw money I don't really have at a screen recording program, here's a test output from that (I've yet to dig through the options, so this may not represent highest quality, but imho looks better already):

26May/120

Hi-res looks a lot nicer.

Posted by pentaphobe

I originally quite liked the idea of being pretty low-res, but this is still only 800x600 and stretched to 1024x768 (or fullscreen)