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This has sort of become the
Monday, May 6, 2013 - 14:44

This has sort of become the theme song for Heroine Dusk. http://heroinedusk.com/

I know the original track was meant for a synth/space theme. But my choice of it for Heroine Dusk is absolutely intentional.

I was looking for some really 80s futuristic synth for Heroine Dusk when I found this track. It's not so much that my game is about space at all, but it reminds me of the kind of music popular when this genre of game was popular.

Everything about the design of Heroine Dusk is purposefully slightly off genre. The font shouldn't work for a fantasy game; this song shouldn't work; the colors shouldn't work. But put all together and it has this slightly off, dissonant, excellent atmosphere.

@caeles It's fine to milk
Monday, May 6, 2013 - 11:50

@caeles It's fine to milk gold there. I had one mimic closer to a rest point that I removed because it was a bit too easy to farm, but the ones currently in the game are okay. There's some risk fighting them until OOM and trekking back to a safe area.

Test, please ignore.
Monday, May 6, 2013 - 07:00

Test post. Don't mind me! I noticed that Heroine Dusk almost works with an iframe embed and wanted to test it here. But looks like OGA smartly filters out iframes on rando comments :)

Someone could write a utility
Sunday, May 5, 2013 - 08:17

Someone could write a utility that generates Flare tilesetdefs from a Tiled tmx file. But one doesn't exist yet.

I'm not sure if this is what
Thursday, May 2, 2013 - 09:02

I'm not sure if this is what you're looking for, but:

To have clean edges that blend well with any background, you want to create your images/sprites with an Alpha Transparency channel. The image format PNG supports this alpha channel and is used often in games. Most modern art tools (like GIMP) let you create images this way.

Thanks for the plug!
Thursday, May 2, 2013 - 06:36

Thanks for the plug!

@claudeb Yeah I ended up making the map arrays by hand. If the maps were any larger I would have used Tiled instead. Source code peek: http://heroinedusk.com/demo/atlas.js

@surt
Wednesday, May 1, 2013 - 13:27

@surt

I used 3D models as guides for many of the tiles. Once I figured out how many tiles I wanted visible, I played with the camera position and focal length until some test cube tiles were giving me a good perspective and fit into the view nicely. After settling on basic positioning (no science here, just what felt good), I used those same settings to prepare all the tiles.

Then I'd make primitive 3D tiles and render them. Import the renders into GIMP, then in a new layer trace over the outline and general shape. Add a bit of shading and that's about it. For simple tiles the workflow is actually not bad -- assuming you already can do basic blendering.

If you see the attached grid.blend you can see the reference models I created.

pops, saving is done with
Wednesday, May 1, 2013 - 11:12

pops, saving is done with cookies. If you have cookies enabled you should be able to close your browser/tab and open it again to resume. Death is currently permament though.

SDL and Allegro don't support
Tuesday, April 30, 2013 - 06:26

SDL and Allegro don't support hardware accelerated alpha blending. They are "out-dated" but are much more widely ported than newer alternatives. Thus tend to be more supported on archaic open source operating systems (which is extremely important to many of us on Open Game Art). Some of us target unusual and hobbyist devices like linux handhelds where color-keying is a useful technique.

Anyway, a lot of people are uploading art they already created for a current game project. So if you see lots of pink backgrounds or pre-rotated sprites that's because people are actively using those techniques.

For reference, I'm a
Tuesday, April 30, 2013 - 02:32

For reference, I'm a programmer and I created that 360 spaceship art.

I provided rotations of that spaceship because not all graphics libraries have a rotate function. E.g. I use SDL 1.2 for several projects (including Flare) and it does not have image rotation.

And rotating the 3D model inside a raytracer beforehand is always going to give crispier results than rotating a small 2D sprite at runtime (both pixel quality and speed).

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