Monday, January 20, 2014

Moving around part 2

The overworld now scrolls around fluidly giving the hero a bigger world to explore. Current demensions are 19 tiles wide by 15 tiles tall. The next step is to begin adding some towns. I haven't decided if I am going to add caves yet. Originally the idea was to just have one cave that triggers the encounter with the dragon.

Arrow keys or WASD to move.


Tuesday, January 14, 2014

Walking in a world of updated tiles

This is the first time I have an easily controllable tile map background set up in my code. Next step is to add in the keyboard control for the hero. I found this really useful link to make smooth keyboard controls. Check it out.



Sunday, January 12, 2014

Tile Animation For Dragon Smasher

walking sample 2

I have been working more on developing some simples 16 by 16 pixel tiles to use in the game with Dawnbringer's pallette. It is the same color palette used to create the monster images I am using from Heroine Dusk. You can Click Here to learn more about the colors used. The original idea was to keep a similar look between the fighting in the game and the overlord. I have utterly failed to do this so far.

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Tuesday, December 31, 2013

First Look At Tiles

Image from a test of the tiles for Dragon Smasher:
Currently working on programming the overworld travel part of the prototype.

Here is the Dragon that will eventually be in the game. based on original work by CLINT BELLANGER for his game HEROINE DUSK

Tuesday, December 24, 2013

FIrst Animation From Spritesheet

Chapter 4 Example 4: Simple Cell-Based Animation
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First Spritesheet Animation.