Game-Development

Working with Asynchronous …

We’re building a fairly large framework of components for our new game Bedlam. As part of these web services contracts we need to be able to very rapidly fire off commands to the server to persist data, fetch status updates for user collision detection and a bunch of other stuff. We are using …

Ni no Kuni: Wrath of the …

Ni no Kuni: Wrath of the White Witch has sold over 1.1M - DestructoidThis is such a great game if you have a PS3. I absolutely love the way they reworked the combat system to be a mix of turn-based random encounters and real-time button-mashing. The story is engaging (although I wish that they’d …

[gallery] Bedlam Update 2014030902 I’ve reduced the workflow in Enki to taking raw images as input for the various height-maps and other informative structures required for initializing a world build. This made a lot more sense than trying to constantly generate procedural content at the …

Bitfune

I updated the Bitfune tile generation page slash write-up. You can now hit “Play” to configure the calculator to show you all possible values of tile combinations while you relax in your own home. Clicking on the center (total) display brings up a prompt so you can enter whatever number …

[gallery] A little code sample for auto-tiling bit-shifted sprites to make repeating tiles less boring.

[gallery] In a surprising turn of events we decided to start streaming data from the Enki server into our chunk renderer. The result is above which, I realize looks an awful lot like the earlier mesh data, but I can assure you it’s not. Pretty soon we’re going to be working on data …

[gallery] Works on PC. Can you tell?

[gallery] Geoff made a really good point. Requiring the user to keep clicking to cycle through tile art is dumb. I knew I could do better so I sat down this morning and crafted the new “Chooser” palette. Once you’ve assigned a tile set to a layer, whenever you have the paint tool …

[gallery] As a kind of testament to the amount of code we just wrote; this most recent screenshot demonstrates our editors new ability to modify the tile maps we’re creating. Right now we’re brute forcing the placement of tiles but in the future we plan on having some moderate heuristics …

[gallery] Updates for the game building tools (for Bedlam) Layer Selection Interface Ability to hide layers Example Chunk browser UI Ability to automatically track whatever layer you are on and only show you data relevant to that layer. Added ability to reorganize layers. Added ability to remove …