No Time To Play

Tag: graphics

Weekly Links #181

by on Jul.30, 2017, under Case study, News

Hello, everyone! The XYZZY Awards announced their winners early this week, for once without a ceremony. Oh well. In related news, Choice of Games interviewed Christopher Huang about his new commercial game for the platform, and Jason Dyer writes about yet another edition of Adventure.

Speaking of events, itch.io marks the Ludum Dare taking place this weekend with an article on development tools, which also expands on their treatment of fantasy consoles from a few days ago.

In the way of game design discussion, we have a treatment of distant backdrops in adventure games. Not much to comment there, unlike with this retrospective of SimCopter and Streets of SimCity. Which has a lot to say about the importance of making games with a soul, but the bit that hit me the hardest was — again — about graphics:

Empirically, the 3D graphics industry has homogenized since 1996 and stranded SimCopter outside the pale of rendering convention. Fewer development houses write their own renderers. Unreal, CryEngine, and Unity all offer similar features based on the same academic research. SIGGRAPH attendance has declined since New Orleans ‘96. These factors combine to give SimCopter a one-of-a-kind graphical style.

Which, you know, does much to explain why so many modern games blend into an amorphous mass the moment you take a couple of steps back from the monitor. Never mind the industry’s terminal risk aversion and lack of imagination. Dear indies, don’t make the same mistake. Emulating the looks of classic gaming systems is fun, but can only take you so far. Dare to innovate.

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Weekly Links #173

by on Jun.04, 2017, under Gamedev, News

Hello, everyone! The ZX Spectrum BASIC game jam that I announced three weeks ago started on itch.io on Thursday. As my own entry was ready much earlier than expected (and there’s a blog post already lined up), getting another one in is very tempting. But deciding what to make that would work well in slow, line-number Basic yet still be compelling isn’t so easy. Stay tuned.

In unrelated news, open source strategy game FreeCiv has had a HTML5 client for a while. But now they’ve been working on a WebGL-based version (via the Dragonfly BSD Digest). And you know what? Never mind all the problems they’ve been running into, that simply wouldn’t exist in 2D. Never mind that they’re doing everything with shaders — presumably because “it’s easier” — so a lot of players stuck with on-board graphics adapters won’t be able to play it. Notice how this new, “improved” version is a muddled mess compared to the cartoony, pixelated art of the past. Like modern 3D almost always is.

If this is progress, I want a Nintendo 64.

Moving on to the game design department, from the IGN we learn why the world needs more trash games, while itch.io points out what every developer can learn from short games. More specific is Bruno Dias’ search for an ideal quality-based narrative system, that complements Emily Short’s from last week. I’ve been forming my own ideas about it, but that’s a story for another time.

Until next week, embrace imperfection.

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Brief guide to the 2D canvas in HTML5

by on May.18, 2017, under Gamedev

I started making web games using the 2D canvas API in 2009, early enough that people still went “I can’t believe it’s not Flash”. A year or two later, everybody and their dog was making canvas-based games, so mine weren’t special for long, but oh well. On the plus side, my skills are still entirely relevant eight years down the road — a lucky break in this world where we all have to run as fast as we can just to stay in place.

The canvas API isn’t exactly huge or obscure, and the Mozilla Developer Network covers it well. It can still be daunting to learn from scratch, especially if you don’t yet know what you’re going to need in actual game development.

As it turns out, I only ever use about two dozen fields and methods of the canvas element’s 2D context; you may be able to make do with even fewer. Of course, that’s just for the graphics — setting up a game loop and accepting input is another story.

(continue reading…)

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Weekly Links #170

by on May.14, 2017, under Gamedev, News

Hello, everyone. I have good news and bad news. The good news is, I’ve been working on a game based on my recently revived 2.5D engine. The bad news is, I’m running out of steam and might switch tracks for a while. So for now, have some screenshots:

Yeah, yeah, I went right back to first-person after explaining how it doesn’t really work, but the visible pathways should help. As for the limited draw distance, I already had to redo the backgrounds once as it is, and anything further away looks bad in the first place. The theme just requires first person here, it can’t be helped. As for the map generator, you might recognize the one from RogueBot, somewhat refined. It feels kind of cramped in a game with tile-by-tile motion, but enemies and limited moves should fix that. Whenever I get to it, that is.

On the plus side, hey, I got to practice my Inkscape some more, and people seem to like the look. Also, refactoring code can be very fun, not to mention good practice. So yay.

In the way of news, we have an interview with Sid Meyer, then a history of hit points, that turns out to be quite complex and unexpected. And while Konstantinos Dimopoulos kicks offa series on medieval urbanism that’s equally useful to fantasy writers and game developers, Bruno Dias shares some thoughts about replacing the interactive fiction parser, that complement my own from a while ago. Clearly these ideas — which have been floating around for a while — are coalescing into something solid. It was about time, too.

Last but not least, via Vintage Is the New Old comes the news that next month there will be a Sinclair Basic game jam, which is especially tempting to someone like me. I even know what game I’d like to try and make. But whether I’ll actually take part is another story entirely.

Until next week, stay motivated.

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When sprite scaling meets free roaming

by on Apr.27, 2017, under Gamedev

As of spring 2017, it’s been nearly five years since my first shot at a first-person engine with eight directions based on sprite scaling, inspired by a certain 8-bit classic. At the time I wasn’t aware of any newer game made in the same style; in the mean time, the aforementioned classic was ported to modern platforms and even got a spiritual successor. It took me until the winter of 2015 to try again myself. Still not with a strategy game, mind you — in fact I tried for a roguelike, probably with Necklace of the Eye fresh in mind. Never got around to explaining why it fizzled out, either; a mistake I’ll rectify below.

Point is, after 16 more months it was time for yet another take on the concept. And as it turns out, third time’s the charm.

(continue reading…)

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Weekly Links #155

by on Jan.29, 2017, under Gamedev, News

Hello, everyone! Looks like another brief newsletter, not least due to my social media feeds being swamped by political turmoil these days. But we all do what we can. Let’s start with a couple of classic game retrospectives, namely Deus Ex and Alpha Centauri. In somewhat related news, a fan demake of Civilization 2 for the Commodore 64.

By way of game design articles, here’s the third article in the series about color in games I mentioned two weeks ago. (Turns out I missed the second one.) Which reminds me that the overuse of orange-blue palettes in games has been soundly criticized in recent years. The trick? It’s not the limited palette — those are a powerful tool in the arsenal of an artist — but how you make use of that palette. And nowadays game art is necessarily rushed, what with games of exploding complexity expected to be made in the same amount of time as their modest predecessors from last century. A recipe for trouble if there ever was one.

I’ll end with some musings on game pricing from someone who plays in a whole different league from me, so I can’t comment. Hopefully you’ll find it useful.

Until next time, don’t lose your humanity. Cheers.

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Birth of a shoot’em up

by on Sep.15, 2016, under Gamedev

I don’t remember whether I played They Started It before or after coming up with the concept for Laser Sky. I had been toying with the Pyglet game library, pondering what sort of game it might be suitable for, and a shoot’em up was the most obvious choice. Not that the world needs yet another game about blowing stuff up. But making a sequel to Attack Vector and getting it right for a change is an old dream of mine, and any excuse to learn a promising new technology is a good one. The big problem was choosing a theme. And like the first time around, nothing I came up with seemed to have legs. Even a briefly considered idea for a cute’em up fizzled out (though that’s definitely worth revisiting). Moreover, it began to dawn on me that coding a sprite-scaling engine on top of a 2D library backed by OpenGL was kind of ridiculous. The new game had to be a good old-fashioned scroller… but then it couldn’t be a sequel to Attack Vector.

screenshot-20160914

In the end, the concept for Laser Sky came to me almost fully-formed during a walk in the park. Trouble is, it involved vector graphics, and that precluded the use of an engine optimized for sprites. So, back to HTML5 it was. The first order of business was dusting off the game microframework I developed two years ago for the original RogueBot. (Which of course revealed a bug, duly fixed.) Making a ship move around the screen, and some basic enemies come at it, was easy enough. Then it was time for them to interact.

(continue reading…)

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Weekly Links #127

by on Jul.03, 2016, under Gamedev, News

Hello, everyone. This week felt like very slow progress, but after a long coding session yesterday, the game ended up nearly complete:

glittering-20160702-2

Not depicted: the horrible screen flickering every time you make a move on higher zoom levels; hopefully it will go away on more powerful computers, because clearly double buffering in sdlBasic isn’t working the way I thought. But hey, it runs, and looks just fine too. Water is surprisingly nice for such a simple trick, and knowing the exact screen aspect ration enabled me to come up with a nice non-verbal HUD — the minimap is displayed on-demand like in the new online version. Speaking of which, I found a bug in the latter that made speed boosts basically useless by the time you found any. Going to upload a fix soon, along with the desktop port.

In other news, this week I found yet another HTML5 library to ease roguelike development. Unlike the competition, rl.js is a single 600-line file, and doesn’t try to include the kitchen sink. It handles input, output, tilesets — including procedural art features — and manages the map, including collisions. In other words, a focused (and very well documented) product. Only its use of the General Public License is a potential obstacle.

Still on the same topic, there’s a new roguelike review blog in town, and it might just be worth following for a fresh perspective. And speaking of perspectives, just yesterday I was pointed at an academic, yet quite readable, article on diversity in games with procedural generation. Tl;dr version: the data structures and algorithms we use, even the programming languages, encode biases and assumptions, of which we have to be aware, lest we end up conveying unintended messages.

Last but not least, the news surfaced a few days ago of the brand-new Interactive Fiction Technology Foundation, which aims to future-proof certain tools and services the IF community has come to depend on. A most welcome initiative.

But I’m over my quota again. Until next week, code mindfully.

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Musings on pixel art in 2016

by on Jun.16, 2016, under Opinion

I remember playing with a ZX Spectrum on an 11″ black-and-white TV, and marveling at the way you could distinctly see each individual pixel — the resolution was that low. Yet if you put just 64 of them together, suddenly they looked like something: part of a brick wall, a ladder, a jewel…

Fast forward 20 years, when a friend (hi, fluffy!) praised me for the work I put into Escape From Cnossus to make it look like an 8-bit game. I had to explain it was an 8-bit game running in an emulator. Makes me wonder how many of the people playing it on itch.io realize the truth. The game looks just that good — my best-looking at the time in fact.

Most people nowadays seem to associate pixel art with classic NES games. I associate it with everything from the aforementioned Speccy, through Flashback and Street Fighter II Turbo on the SNES, to mid-1990s games like Master of Orion and SimCity 2000 on the PC. Not to mention 2.5D arcade games like Space Harrier and countless racers. So you’ll understand my annoyance at indies who keep churning out cutesy platformers and nothing else, but also at all the snobs who mock them. (continue reading…)

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Weekly Links #124

by on Jun.12, 2016, under Gamedev, News

Hello, everyone. Once again I have a newsletter with none of the links promised in the title (well, one — see below). At least I have a screenshot for you, after a little coding marathon yesterday:

tots-20160611

It’s all very early, of course, but the switch to graphical tiles already reveals multiple problems with the village level generator, that ASCII art was concealing. And it’s beginning to dawn on me that I won’t be able to sell this new version either, despite the fact that it will take a lot more work than expected. Not with all the free games out there looking much better. But hey, I’m learning things, and if it appeals to people other than UNIX beards for a change, it’s already a win.

Speaking of which. I’m using a Creative Commons tileset by David Gervais (via the downloads on Open Game Art). If it looks unimpressive, well, blame my relatively primitive level generation; those tiles are capable of much more. And while they look individually tiny, collectively they allow for a fairly generous game window — one that still fits on cheap laptop screens. But boy, was it tricky to think of a good window size and layout! What is it with pixel art being largely stuck in the NES era? The Super Nintendo already used tiles of 64×64 pixels a quarter of a century ago — not that tiles have to be square. But more about that in an upcoming article, if I manage to order my thoughts about it.

Until then, don’t dismiss retro graphics.

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