Tag: graphics

Sep 06

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.

Jul 31

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.

Jul 25

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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Jul 21

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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Nov 08

Procedural Texture Generation

Last week I mentioned that I’ve been playing around with procedural texture generation. The method I’ve been using takes an image sample, analyzes it, and then tries to reproduce its texture in several ways. For example, take this picture of grass from the public domain West’s Textures set. The source image shouldn’t have too many …

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Apr 20

Plain Walls and GH2 Thoughts

There’s a wall type in GearHead that is described simply as “Wall”, and now it has a fancy new sprite. Well, maybe not fancy, but what do you expect for the most generic wall in the game? I’ve been thinking about the improvements to GH1 that I need to port to GH2. I think my …

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Apr 12

New Rock Walls

I just added some new rock walls. I think they came out pretty nice.

Mar 28

Water and Stats

I did some work on the new interface today. The PC info box to the left of the message console now displays character stats, mecha movemode, and status conditions. Also, I’ve been playing around with seamless animated water tiles. I’m still not entirely happy with this version but it’s less bad than the first few …

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Mar 26

Shuttle Service Interface Done

The shuttle service has been updated to the new SDL UI system. As far as I know, this means that everything has been updated, though not everything looks good yet and I’ll probably have to move some things around. This interface includes a picture of the destination town. For now, it’s just a screenshot of …

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Mar 25

Skill School Updated

The skill trainer interface has been reworked, and it is now possible to purchase skill training for your lancemates by pressing right or left to cycle through them. The best part: this also works in ASCII mode.