Combat Puzzles!
There's just 8 million tiny tweaks and details to make these gifs happen and I'm really happy with them.
Development Blog for Chronicles IV: Ebonheim
There's just 8 million tiny tweaks and details to make these gifs happen and I'm really happy with them.
Edit: Also wanted to show off some of the palettes I've been putting together as I try to wrangle standards for palette colors so that UI will still work.
Feeling burned out on code this week so took a step back to use all the new tools and try to generate some assets. I get overwhelmed with pixel art but 14x14 tiles with 16 colors is comfortable enough that I can be happy with the aesthetic.
I've always had this pipe dream of being able to live-edit all assets in a game project while the game is running and I'm feeling really strong about the progress of this newest project!
Most/all of my personal side-project revolve around C/C++ desktop apps with homespun engines. It's usually as much a journeyman effort for learning more CS as it is a desire to make a game. A big part of solving the issue of finishing a game has to do with having good architecture with a good assets pipeline.
In this example we have:
Any pixel edits to the graphics in the editor live-update anywhere they are used (in this case both the running game and the schema editor) giving you redundancy to test your edits. It also has perfect referential integrity so you never have to worry about your game crashing when an assert comes up missing.
I will have to come up with some thoughtful posts digging into the how's and why's of all of this but the main concepts at play here are: