Archive for the ‘graphics’ Category

Character portrait & blending grass and rock

I couldn’t get sleep another night, and did’t have access to coding stuff, so I decided to do something different. Firstly, I tried making alpha blending to ground textures. I wasn’t sure if it is doable in flash, but it appeared to quite possible, if not straightforward.

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I found a Castle!

I was randomly going through my old backup files and found nice set of simple castle wall graphics. They were made for a tile based engine,  as a proof of concept.

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Would you like to know more?

What’s the use of having different weapons, if you cant find out the differences? Giving player needed information is vital for good game playing experience.

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warning, sharp objects

So, some weapon designs.  Si vis pacem, para bellum

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Dungeon decorating

What actually is going on in the picture is that I took a screenshot of the game, and then imported it to Flash IDE, so I can  interactively adjust  decorative items color scheme to pre-existing materials.  Those chairs need more detail, but they will be good enough to be used in demo version of the [...]

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Shields

Today I switched to artist mode and made some concept graphics for shields. Some of them turned out pretty nice, and are ready to be imported to the game assets.  Swords and other bladed  weapons seem to be much harder to make, making a convincing steel is not straightforward, because weapons are animated, so painting [...]

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Garden of (unpolished) delights

Although I have had very little time to spend on the project, I have made good progress. I have introduced several new features to the engine, and everything is starting to come together.  It is actually starting to feel like playing a game. Marvellous!

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Fire

I did some preliminary spell coding.  For fire effect, I found an exellent example in depths of web, in Mike T. Henderson Blog. I converted the example to as3, did some integrating to the engine, and result looks quite good. 

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Peek to poses

In a comment to an earlier post, Callan kindly suggested a timesaving tip to speedup animation process.  This gave me idea to show a timeline snapshot, so you can get idea of the animation level I am aiming for:
Yes, it is getting quite complicated… and to add some more complexity, one needs to consider framerate [...]

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More Loot!

I have been on summer vacation, and travelling, so i haven’t had much time to code. But now I’m back =)
I’ve been working on area loading and saving. Saving is not complete yet,  but I probably get it ready quite soon. All collectibles (items that can be picket to inventory) and npc’s will be saved, [...]

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