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posts tagged with: gamedev

Screenshot Saturday: Some Graphics

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Starting to test out some graphics in my engine! I know this looks super hideous right now, but I'm starting to figure out the best pipeline for putting art into the game. I'm used to the old way of Flash where I could just embed everything into my SWF and it would just be one neat file... with C# this doesn't seem to be the best practice. I'm thinking about at least zipping up all my assets for distribution builds, but right now I have no idea how to do that.

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So about a half hour later I got my Gradient graphics class working with parallax and alpha blending, so I was able to add the all important haze layers! This makes the background way less jarring. This is super-temporary art, but it still helps to polish it up some.

Hopefully this starts to shape up into a game soon!

Screenshot Saturday: Framework Tricks!

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So far at TIGJam I'm just working on my framework in order to get into the new version of Gaiadi soon. I added some new tools to my tilemap class, and also added a gradient and grid image class to quickly get those rolling in prototypes.

On to Day 3 to TIGJam!

It's Time for TIGJam 5!

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We're getting set up at Hacker Dojo in Mountain View for TIGJam 5! I think there are 80 people coming that are going to cram into this room.

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Wish us luck.

Screenshot Saturday: Shaders!

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BEHOLD I have finally implemented a shader! (It's actually just the example blur shader that comes with SFML.)

Ever since I started working on Snapshot I've always wanted to take advantage of pixel shaders for 2d games, and now with C# and SFML I've been able to finally do it. I'm pretty excited for where this can take me, but now I have to actually learn how to write GLSL shaders which looks pretty tough...

Workstation!

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I've been kinda busy with other stuff lately so unfortunately I don't have any super cool blog posts lined up for this week (yet.) Hopefully I'll be diving back into C# and SFML next week, so for now enjoy the picture of my workstation. (Actually this was taken back in December, so there are some things missing.) This is what I've been using to work on games and watch speed runs for the past 6 months!

Dev Log: SFML C# Progress

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Nothing too exciting for a blog post today unfortunately, just a quick update on my SFML C# progress. Over the weekend I was able to add tile maps roughly following the tutorial right on the SFML website about using vertex arrays for custom shapes.

It was surprisingly straight forward to get a tile map with custom vertex arrays rolling. My first attempt actually involved using a render target. I rendered all the tiles directly to the render target, then used that target as a texture for another sprite. In theory this works well enough but the size of render target's is limited by the video card. On my main PC workstation I can make a render texture of 16000 something pixels, but my laptop can only handle 8000 something pixels, so this seemed like a dangerous way to do it. I switched to the vertex array thing and now I am super excited to try out different applications of the vertex arrays.

Still on my list of things to do are animations, tweening, collisions, and texture atlas support, as well as Ogmo Editor support. Plus probably a lot of refactoring. When the framework is lookin' better I'll release the source publicly so people can laugh at my code and help improve it or use it.