Next big placeholder-making and asset-organizing and sprite-planning task is the enemies — enemy mobs and all their stuff. Again, like tiles, this started as a fix-up (although I already expected it to be more than tiles) and quickly grew to
MicroRogue DevDiary #107 – Tile pallete
I got really excited about doing palette-based sprite rendering. I’ve never done this before and it sounded like a fun challenge — not too complex, not too time-consuming, but also not something I know exactly how to do. So I
MicroRogue DevDiary #106 – Tile and theme placeholders
It’s time to start filling out the game with placeholder content — all the tiles, mobs, weapons, effects. etc. Anything that is going to be an item (at least, the least amount) needs to have a placeholder. That way I
MicroRogue DevDiary #93 – Various fixes
I resized my sprites again. To 16 px (from 24 px). This time, it took way less time, because I had it all parametrized. And my sprite resize tool helped a lot. My new sprites are this big: This means
MicroRogue DevDiary #92 – Rendering fixes for 3D
There are a bunch of tweaks and fixes I still need to do for the 3D changes. I am currently holding off changing collisions/physics, since they technically work (good enough). And I’m still not ready to mess with lights. One
MicroRogue DevDiary #87 – Perspective tiles, walls and doors
The main world change for 3D are of course the tiles, specifically walls and doors. Making tiles into 3D versions for the perspective camera means that I can take a whole lot of screenshots (and totally pad my blog post
MicroRogue DevDiary #86 – Perspective camera (again)
I’m going back to perspective camera rendering (instead of orthographic) and full-on 3D world, just with 2D sprites. To briefly recap, I originally started the project using perspective camera, but then I later decided to just do orthographic camera due
MicroRogue DevDiary #81 – UI Sprites
Time has come to make sprites for UI. This involved me opening Photoshop and emerging 3 days later with a couple barely passable sprites. Anyway, here are all the sprites I will use (for now) in the primary UI elements:
MicroRogue DevDiary #68 – Quadruped boss animation
I’m working on mob animation from before. And I made my current boss mob have four legs, made of 2 parts each: It’s only two sprites, so there’s not much variety, but it’s really nicely reusable and, really, it’s just
MicroRogue DevDiary #67 – Improved mob death parts
Ever since I made mobs die by breaking into their components, the battlefield looks like this (with my old single-color sprites): It is impossible to tell where are the living enemies and where are the dead ones. So I basically
MicroRogue DevDiary #66 – New mob sprites and animation adjustments
I decided to do all the art myself. This is probably a bad idea©. But I really just want to get this published. My couple month project is yet again spanning into half a year. There is no way I