jeudi 31 mars 2016
Real time map
I just finished programming a real time map for Cape Bleue. You can see it in action in this accelerated GIF (the map is on the upper right corner).
jeudi 24 mars 2016
What's new
Long time since the last blog update... but I didn't stop working on Cape Bleue. Here's what's new:
- A new design for the main character, with better colors. Because of this, I had to edit every animation (more than 300 frames...). It was a good opportunity to add a few new animations ("idle to run" transition, for example, or climbing) and rework some of the most important (like run, attack, etc.), so I did this.
Here you can see the sprite design evolution.
1 is the original sprite.
2 is a redesign in a mock up of Cape Bleue made by Mathias.
3 is a try I made to adapt Mathias' version in the current style & size of the game.
4 is the new version, taking some ideas from 2, adapted to the game's general graphic style.
Below you can see some of the new moves : double jump (salto) and strong attack.
- Secrets & hidden passages. A few pics to show the process in game:
- New tilesets & backgrounds.
- Enemy AI has been entirely redone, for a better enemy behavior, and making it easier to add new enemies later. Nothing to show about this, but it will be a huge enhancement in the development process.
- A new design for the main character, with better colors. Because of this, I had to edit every animation (more than 300 frames...). It was a good opportunity to add a few new animations ("idle to run" transition, for example, or climbing) and rework some of the most important (like run, attack, etc.), so I did this.
Here you can see the sprite design evolution.
2 is a redesign in a mock up of Cape Bleue made by Mathias.
3 is a try I made to adapt Mathias' version in the current style & size of the game.
4 is the new version, taking some ideas from 2, adapted to the game's general graphic style.
Below you can see some of the new moves : double jump (salto) and strong attack.
- Secrets & hidden passages. A few pics to show the process in game:
- New tilesets & backgrounds.
- Enemy AI has been entirely redone, for a better enemy behavior, and making it easier to add new enemies later. Nothing to show about this, but it will be a huge enhancement in the development process.
mardi 19 janvier 2016
New UI and other nice things
I worked on a lot of small different things lately. Here are a few screenshots showing the new stuff.
First, I drew a new UI (& put it in Unity). Still in progress, but I like it. The HP counter (left to the life bar) is useful, I should have make it sooner.
First, I drew a new UI (& put it in Unity). Still in progress, but I like it. The HP counter (left to the life bar) is useful, I should have make it sooner.
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| On this screenshot, a color corrected version of the new UI (brighter & less contrasted). |
I also added some interiors. Here is the supermarket.
I programmed a shadow effect, like in Street Fighter Zero/Alpha (during super attacks), or Castlevania Symphony of the Night.
Libellés :
CapeBleue,
PixelArt,
Screenshots,
UI,
User interface
vendredi 18 décembre 2015
Mountains & caverns
I'm still working on new backgrounds.
Here are some screenshots showing the new mountain background, and a first try of mine level. Click for full size.
Here are some screenshots showing the new mountain background, and a first try of mine level. Click for full size.
mercredi 2 décembre 2015
samedi 21 novembre 2015
November screenshots
Here are some screenshots of Cape Bleue in its current state (november build).
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| Everyday life in the village. |
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| The climbing mechanic. |
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| I added some dust particles since the last post about it. |
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| The new map, now comes with an opening animation. |
jeudi 19 novembre 2015
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