Category: News

GearHead2 v0.700: All Caught Up

I’ve just uploaded a new version of GearHead2 that catches development up to the current state of GearHead1 and fixes a number of bugs that have been hanging around since the switch back to SDL. You can download the source code and binaries for Windows or Linux from this link.

GearHead Caramel Effect System

This week, I got the modular effect system working in GearHead: Caramel. This is pretty much the same effect system as used by Dungeon Monkey Eternal, but generalized and expanded to handle the GearHead rule system. The two effects needed for a basic attack (AttackRoll and DoDamage) work, and there is a new option to …

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GearHead Caramel Damage Update

Work continues on the GearHead Caramel damage handler. Today I added damage animations; the more damage done, the bigger the explosion. There’s a special extra big explosion for the shot that destroys a target (pictured in the animation). I think everything is more or less ready to get the effect system working.

Troubles with Iconic Life

The Troubles with Iconic Life was an adventure game I started working on during university. The player character is an icon living inside a computer world- sort of like a low-fi Tron. Your mission was to solve some sort of crisis by traveling through this world and playing a bunch of buggy minigames. In each …

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Shooting Anim Working

The shooting animation is up and running in GearHead Caramel; just look at how smooth those bullets are. As in Dungeon Monkey Eternal, different weapons will be able to have different projectile sprites.

GearHead: Caramel Combat System

Today I tried to figure out how attacks and other such effects are going to be modeled in GearHead: Caramel. If you’ve ever checked the GH1/GH2 source code, you’ll know that the old GearHead attack routine is a confusing mess of spaghetti that handles everything from beamswords to smoke bombs all in the same place. …

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Party on Mecha Beach

A progress video for the new map renderer that I’ve been working on in Python. Layering and transparency work with the mecha traveling through the water. Also, the water now has a nice beach border around it. All of this took way too long to get right. As I’ve said before, if you’re thinking about …

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Going to Cake Square

Tomorrow I’m heading to Incheon for the Cake Square comics festival. I’m hoping to get some work done on GearHead after the festival closes since it’s way too hot to go explore the city. Here’s a shot of some trees I made this morning; I’m not happy with them, but every little bit of pixel …

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Proposed GearHead: Caramel Skill System

I spent much of last weekend thinking about how the GearHead: Caramel skill system is going to work. This is likely to get a bit long-winded, so please bear with me. Stats These define the untrained abilities of your character. They will not change by much over the course of the game. Health, Stamina, and …

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Third Edition?

I’m trying out a new sprite recoloring method for GearHead Caramel. In the original version (left), colors are defined by a midtone which gets scaled up or down to a particular value. In the new version (right), the brightest and darkest colors are defined and the color gets scaled within that range. This means that …

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