Posts Tagged ‘swanky paint’

Mass-X is Done!

Posted by (twitter: @charlottegore)
Monday, April 20th, 2015 11:32 am


My “unconventional weapon” is a backpack that lets you swap positions with various robots which lets you — look away robot fans — murder robots in fun and creative ways. Or not. Entirely up to you.

Play here!


Posted by (twitter: @charlottegore)
Saturday, April 4th, 2015 5:53 am

I feel like I’ve been “in” Ludum Dare 32 since the last Ludum Dare finished. Last time I made the largely reviled platforming nightmare Screened.

Screen Shot 2015-04-04 at 13.05.35

This time I want to make a proper platform game. One with 2d pixel art. I want to do a proper Ludum Dare game.

The problem is that all the stuff I’ve done for the last year has been for Three.JS, which isn’t a Game Engine (it’s just an abstraction layer and a scene graph for WebGL). So to make a 2d pixel art platform game I could:

– switch to Unity (although I hate the web plugin for that)
– switch to Gamemaker Pro (tempting, but don’t want to make my game Windows download only)
– switch to Phaser.JS which is a WebGL game library…..
– …or write some sort of game engine and editing tools for Three.JS.

I made the editor. Whoops. It’s taken me three months and it’s full of bugs… but I can manage tilesets and sprites and draw multi-layer maps. I can draw boxes, points and sprites into object layers, just about, and it all exports a single .json file with all the textures embedded.

Screen Shot 2015-04-04 at 12.46.23

Unfortunately this leaves me this weekend and next weekend to work on the missing game engine part of the game engine. Most of it’s there – I can render parallax tile maps, draw sprites into boxes and stuff. I can control the tint of the layers and do various blending tricks to create moody atmospheric stuff like this…

Screen Shot 2015-04-04 at 13.20.54

…and this…

Screen Shot 2015-04-04 at 13.35.19

.. all from the same level data.

This weekend I need to get animated sprites working in the engine or this last few months have been for nothing. I’ve already made one rubbish game to get sprite/sprite and sprite/tilemap collision detection stuff working, but I need to make sure I can use all that with the data generated by this new editor. Agh. I should probably stop procrastinating and finish this post and get back to it, shouldn’t I?

So… I’m in for the fourth time (I’ve been doing game development and 3d graphics programming for a year now) and and I’ll be using:

– Javascript & Three.JS targeting WebGL, coded in Sublime Text 3

– “Hexr” Game “Engine” and Editor For Three.JS (I’ll post the links and stuff when they’re up and ready)

Swanky Paint for Art (an awesome Deluxe Paint style pixel art thing, it’s awesome)

Propellerhead Reason – Magical Swedish music application.

– POSSIBLY Blender, if the theme/game calls for some actual 3d geometry although I kinda doubt it tbh.

– POSSIBLY Box2D (the Emscripten version) again if the theme or game makes it worth ditching the arcade “physics” I currently have.

That’s it!


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