So, I did a mockup of The Grand Duelist today for #mockyourscreen, which was a really cool concept of making the game’s design before development!
I also wanted to explain how I did what I made, so here’s the meat and bones of the entire mockup:
The 3D

This is the blank 3D background that I made in Blender, which included the shadows of three spheres, which I didn’t render, in order to only get the cool Cycles Render.This took around 5-10 minutes, since I was trying to think of the composition at the time.Fun fact: The shadow for the gramophone wasn’t added until vary late in the mockup, since I hadn’t planned for it. So, I just copied the right shadow and rotated it without any proper measurement, so it may look off.
The sprites

I made all of the sprites in a 32x32 grid in Photoshop CS6. They took around 45 minutes to make and design, since I wanted to be true o my vision of the game and not just make a couple of cowboys, which have no place in 18-th century Europe.I placed the shadow for the gramophone and added the shadow effect to the sprites, since the guns were basically the same color as the background.I also added the cool Title I had made a month ago for our first design docs.Fun fact: When I was writing this I accidentally wrote “design d*cks” instead of “design docs”, which made me laugh at my own perverted stupidity…awe is me…
Final Touches
I put a nice border around the mockup and added the cloud effect to make it look really fancy…thats it…I like fancy things that look fancy.Fun fact: I didn’t like how the border looked at the bottom, since it was a rotated copy of the top side at 180 degrees, since I was too lazy and started to loose interest in doing the mock-up. I made it transparent on the bottom and added clouds to hide the bad work I did when I made the bottom transparent.

Thanks for the read, hope you got something out of it! See you around!

So, I did a mockup of The Grand Duelist today for #mockyourscreen, which was a really cool concept of making the game’s design before development!

I also wanted to explain how I did what I made, so here’s the meat and bones of the entire mockup:

  • The 3D

This is the blank 3D background that I made in Blender, which included the shadows of three spheres, which I didn’t render, in order to only get the cool Cycles Render.
This took around 5-10 minutes, since I was trying to think of the composition at the time.
Fun fact: The shadow for the gramophone wasn’t added until vary late in the mockup, since I hadn’t planned for it. So, I just copied the right shadow and rotated it without any proper measurement, so it may look off.

  • The sprites

I made all of the sprites in a 32x32 grid in Photoshop CS6. They took around 45 minutes to make and design, since I wanted to be true o my vision of the game and not just make a couple of cowboys, which have no place in 18-th century Europe.
I placed the shadow for the gramophone and added the shadow effect to the sprites, since the guns were basically the same color as the background.
I also added the cool Title I had made a month ago for our first design docs.
Fun fact: When I was writing this I accidentally wrote “design d*cks” instead of “design docs”, which made me laugh at my own perverted stupidity…awe is me…

  • Final Touches

I put a nice border around the mockup and added the cloud effect to make it look really fancy…thats it…I like fancy things that look fancy.
Fun fact: I didn’t like how the border looked at the bottom, since it was a rotated copy of the top side at 180 degrees, since I was too lazy and started to loose interest in doing the mock-up. I made it transparent on the bottom and added clouds to hide the bad work I did when I made the bottom transparent.

Thanks for the read, hope you got something out of it! See you around!

gamedev indiedev mockyourscreen mockup

Here’s some love for you guys and gals!Since I didn’t want to end my project off for GBJam - mostly because it was too ambitious of a game to finish in the 3 days I had left, I decided to work on it outside of the game jam.Some of the changes, include:
USE OF MORE COLORS! WOOOT!Not that I don’t like the 4 color limit - I’ll still be using it, but I’ll be using some transparency and lighting effects that brighten or darken the color.
A higher resolution!Instead of the original 160x144 resolution, I’ll be using a 640x576, since it was hurting my eyes designing the levels at such a small scale.
New enemies!Instead of the original four, I had for the game jam, I’ll be increasing that number to 16+ more enemies to vary up the gameplay.
I’ve started designing the room layouts, as opposed to having them randomly generate themselves from preset materials. Currently stored on a small excel spreadsheet, and writing down the code for their generation.
…and probably more if I have time before school starts…
More screenshots will be released in the following month.
So, please tell me what you think?

Here’s some love for you guys and gals!
Since I didn’t want to end my project off for GBJam - mostly because it was too ambitious of a game to finish in the 3 days I had left, I decided to work on it outside of the game jam.

Some of the changes, include:

  • USE OF MORE COLORS! WOOOT!
    Not that I don’t like the 4 color limit - I’ll still be using it, but I’ll be using some transparency and lighting effects that brighten or darken the color.
  • A higher resolution!
    Instead of the original 160x144 resolution, I’ll be using a 640x576, since it was hurting my eyes designing the levels at such a small scale.
  • New enemies!
    Instead of the original four, I had for the game jam, I’ll be increasing that number to 16+ more enemies to vary up the gameplay.
  • I’ve started designing the room layouts, as opposed to having them randomly generate themselves from preset materials. Currently stored on a small excel spreadsheet, and writing down the code for their generation.
  • …and probably more if I have time before school starts…

More screenshots will be released in the following month.

So, please tell me what you think?

gamedev indiedev

Day 4
Added resizable window (It’s better for widescreen monitors, which are used the most lately and still works for older machines )
Changed the Display Mode from DirectX + VRAM to Standard, due to some conflicts, which caused the game to lag. I’ll probably try to at least enable DirectX, but nothing is certain for now.
Made a cursor, at which the player shoots. Also made the bullets less sluggish, but I’ll probably speed them up more, ‘cause I don’t like them.
Added breakable crates, which generate a random drop when broken. Still no animations for anything. I’ll work on that on a later date.
Added the basics of a life system.
Removed 16 pixels from the height of the level to add the menu on top, which will hold your health, money, level data ect.
Fixed and added more shadows (past the screenshot - sorry ;3)
Fixed movement! WOOT!

Day 4

  • Added resizable window (It’s better for widescreen monitors, which are used the most lately and still works for older machines )
  • Changed the Display Mode from DirectX + VRAM to Standard, due to some conflicts, which caused the game to lag. I’ll probably try to at least enable DirectX, but nothing is certain for now.
  • Made a cursor, at which the player shoots. Also made the bullets less sluggish, but I’ll probably speed them up more, ‘cause I don’t like them.
  • Added breakable crates, which generate a random drop when broken. Still no animations for anything. I’ll work on that on a later date.
  • Added the basics of a life system.
  • Removed 16 pixels from the height of the level to add the menu on top, which will hold your health, money, level data ect.
  • Fixed and added more shadows (past the screenshot - sorry ;3)
  • Fixed movement! WOOT!

gamedev GameJam gbjam gbjam3 indie

Artylo’s Content Update #1

Hello guys and galls!
I haven’t been doing much work on my blog lately, so I decided that I’ll do a content update to keep you up to date with the stuff that’s happening with projects and such.

Most of all, I’ve been experimenting with some prototypes for game mechanics and features, since I got the engine that I’ve used for years, without any instructions on how to use it. Over the years, I’ve discovered tons of features, which I’ve never thought of.This is mostly due to me looking up some old project files on my father’s laptop, which I used in the beginning.
Those projects lacked in all places: NO instancing, NO proper collision detection, LOTS of screen tearing, a stable 30 FPS (which today is a pretty bad thing, since lately 60 FPS isn’t enough for even the biggest AAA games).
So yeah… the past few weeks have been a big learning experience for me, including the ability to make games into a web executable.

Currently, my main project is called - “The Grand Duelist” (working title).
Which is going to be a game, set in 17-18th century Europe.
It’s going to have some complex features, including a procedurally generated content script, which is basically going to make sure the entire game is going to be different every time you play.It is also going to include an online rank system, which will keep track of your stats, when in the online multiplayer mode.
That’s all I can say for now, but I’ll probably get into more details fairly soon.

In other news, I’m going to be releasing a new album around December, this year.
Still the same style of ambient beeps and boops, but whit my own kind of twist to it, since my “”style”” (…and yes, I did just double quote) has evolved over the months.
I’m still thinking on doing small tunes in my free time or when I’m bored.

"Confessions of a Dying Machine" Part 2 is coming out later this week, so look out for that. I’ll put a link up as soon as it’s done.

So… that’s the first content update.
I hope I didn’t bore you with my ramblings, but that’ll kinda keep you up to date.
And the musician of the month goes to “Parov Stelar - an amazing band , mostly in the electro-swing genre, which is dear to my heart.
See you guys next month!

content patch update monthly expriments gamedev engine duelist grand project work in progress multiplayer new album ambient music december confessions of a dying machine webcomic musician of the month electro swing

"A poem need not have a meaning and like most things in nature often does not have."
-
Wallace Stevens (1879–1955), U.S. poet. “Adagia,” Opus Posthumous (1959).

artylo asked:

I've seen that you use Blender for 3D modeling, but what kind of shaders do you use to get that flat-shaded look, if it's not a secret?

Welcome to the land of Artylo! Answer:

halfrailed:

I simply use a sun lamp. Size 0.030; Strength 3.000; Cast Shadow ticked; with a really really light tint of yellow as the colour.

Thanks man!