OnslaughtDiary20110604

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== 4th June 2011 ==
== 4th June 2011 ==
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One part of the development process I've not yet gone into much is the tools I wrote to help with the creation of assets. A little while ago, I talked about the Onslaught Monster Designer, which ended up evolving into BeebSpriter - a nice generic sprite editor which I use for creating all the graphics in the game - monsters, scenery, and even incidental graphics like the time bar.
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One part of the development process I've not yet gone into much is the tools I wrote to help with the creation of assets. A little while ago, I talked about the Onslaught Monster Designer, which ended up evolving into [[BeebSpriter]] - a nice generic sprite editor which I use for creating all the graphics in the game - monsters, scenery, and even incidental graphics like the time bar.

Revision as of 16:12, 4 June 2011

4th June 2011

One part of the development process I've not yet gone into much is the tools I wrote to help with the creation of assets. A little while ago, I talked about the Onslaught Monster Designer, which ended up evolving into BeebSpriter - a nice generic sprite editor which I use for creating all the graphics in the game - monsters, scenery, and even incidental graphics like the time bar.


I decided that a Windows screen editor would be a good idea, as it beats drawing levels on graph paper, and entering their data meticulously by hand. Below you can see the results:


Screenshot of the map editor
Screenshot of the map editor


As you'll remember, Blurp stores its screens, not as a 2d array of tiles, but "Chuckie Egg" style, by specifying a list of platforms, columns and blocks with their positions, lengths and scenery tiles.


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    • Richtw 17:00, 4 June 2011 (BST)