Mutiny

[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 …

[gallery] Added tools to control visibility of the texture builder. Also mapping to the terrains we’re generating.

[gallery] Work on Bedlam continues. While this example doesn’t look like much it is the result of about 20 hours of planning and design. You’ll see more of this type of thing in the next few days.

[gallery] I realize I might be stealing a little of Rob’s thunder on this but we worked our asses off last night and got the new meshing class finished that produces valid quad meshes using a pyramid triangulation pattern. This gives us really smooth output from distances but maintains the …

[gallery] Working on something entirely new.

robuuuu: The bit seeker enemy in Ate Bit, which seeks out bits for its personal consumption. It prefers to eat loose bits, but will come after you as long as you’re not looking. (Source: http://robuuuu.

[gallery] Yes and as @mutinygames pointed out you can also buy it right off our product page http://mutinous.com/tug

You can now buy a copy of Tug right here!