December 21st, 2009 by Jetrel
Neorice made some new interior graphics; these will replace the current ones in-game, once I deal with the joys of figuring out the tiling logic.
We also have a new set of scaffolding tiles in the game already:
This is an example of just how flexible these new scaffold pieces are:
December 15th, 2009 by Ben
Over the past couple weeks, I’ve been working on getting Frogatto to run on the iPhone. I started by re-doing all the drawing code to be compatible with OpenGL ES. After that I set up a new iPhone project, and worked through a couple hundred compiler and linker errors. At that point it was running in the simulator, but it was only displaying white… After a bunch of unfortunate mishaps, we finally figured out that the problem was the iPhone only supports power-of-two textures (16×16, 32×32, 64×64, etc.), and the game wasn’t properly detecting that. After that was fixed up, I got MakeGho, our Finnish math-slave, to figure out how to rotate the whole thing so that it would be horizontal instead of vertical (SDL doesn’t support doing that itself). We had some graphics artifacts, due to scaling, which Dave fixed up, and at the same time Guido made some controls, which I put in. Last night I put the finishing touches on the controls, bringing us to the stage where the game should actually be playable on an iPhone! I can’t test on my iPod, because I haven’t gotten a dev account yet, but I’m in the process of doing that. For now, here’s a screenshot of it working in the iPhone Simulator:
At this point, there are still some things that should be done for the iPhone (mainly re-implementing sound, which had to be disabled due to SDL_mixer not supporting the iPhone), but we should definitely be able to release an iPhone version at the same time we release the mini-saga for PC.
December 11th, 2009 by Jetrel
There’s a new, big setpiece for the world-1 environment: frogatto’s house. We’re working on a few others in the style to take care of the town and nene’s house. We’ve also updated most of the world-1 levels to actually use the new tileset; it practically feels like a different videogame now (in a very good way).
There’s also the beginnings of a cave tileset being worked on. This is the interactible foreground tileset (sans several necessary transitions); we still need a background tileset, and a scrolling parallax background in order to get something we can really make levels out of.
Last but not least, we’ve been working on redesigns of most of the monsters. If you’ve played the latest builds, you’ll have seen the redo of the ants thus far, but here is a preview of a bunch of the other ones yet to come. As you can see, there are several designs that have no analog in the current set; I’m not going to spoil the surprise of what they’re like ingame.
These are being animated and scripted as we speak; expect to see them trickle into the game, one by one.