Archive for November, 2010

First attempt at a double wide pixel dude for my adventure games.

Friday, November 19th, 2010

Well here it is folks, pretty lousy, but it’s a start. I basically was trying to figure out what to do about a palette and I saw a thread on the Pixelation website (forums?). So I lifted a palette from that thread and modified it slightly for my own use.

The images are actually wider than they look on the blog post since i’m emulating the style of old sierra online games.

Next attempt.

Third time’s the charm.

Okay 4th time, a modification:


Thursday, November 18th, 2010

Moving right along. It took a while but now interactive objects I call “doodads” get loaded in from the svg file as well. In fact in the image description (as each doodad is really just an image) I can probably put synonyms for objects for when I actually get to the parsing part of the engine. Trying to put as much stuff into the svg file as I can so I can pretty much use inkscape as a room editor. This is pretty cool. I think next I’m going to work on animating roger.

I won’t be getting into sliding collisions anytime soon, mostly for the reason is that i don’t understand everything totally. The code I’m using to detect if a point is in a polygon doesn’t tell me the exact point crossed on the line. On the whole I’m not too good at math, so I basically cobble things together. I plan to credit everyone who’s code I’ve used in this engine, as that’s just good manners. In any case I might figure out sliding collisions later.

And here it is:

I’ve now added a foreground… walk through the door and see how you like it.

I’m having someone work with me on this, so here’s the current source.

SAUSAGE part 2

Monday, November 15th, 2010

I changed to some polygon related functions for collisions, and am now loading in svg’s for my backgrounds and walkable areas.

SAUSAGEEngineTest Flash

Here’s the project if you’re interested.