Real life got me this week, I’ve been fighting against libvlc, and probably use DirectShow anyway, suffering with electricity, and concerned about optimizations.
So, no time for hobbies, no new build. Next update will be an AfterDev (the main dev tool) upgrade, probably some map editing features. But to post somenthing, and not only an apology, it’s sketch time
Feeling Sketchy
The character that gives name to the game: Aftershave, the dragon.
Who has heard of an adventurer sleeping with a dragon? Here we see Gervasio and Aftershave at naptime
This is getting somehow intermittent. Basically, my group suck, I’m still the only one developing, but I still keep counting on them.
I’ve being working on the story and design aspect of the game. I think I’ll add some enemies sometime near. The first boss that’s almost completely designed. He needs a name, to be drawn and programmed, but the idea is there.
His original name (on the Zelda clone times) was Armored Armos, is basically a guardian of an ancient relic, hidden who knows where.
We are still lacking in the normal enemy department, so I should think about that.
¡Me gusta el mueve mueve!
The real update (the build) this time has the promised animation support. There’s still work to do on how to load the animation data, but it’s show without any problem
Next thing to do: better collision detection
Download: Aftershave, build 20080316
Download: SDL 1.2 Runtime files
This update was meant to be posted on Feb 3, 2008. 3host.biz decided to die that day, and I went to vacation, so I couldn’t fix that on a long time, ’till today, when I could . At least, thanks to Windows Live Writer, I had a backup of all my posts, so I could recover them. Some time later I’ll fix the blog (or maybe I’ll change it), and add the whole Gruedorf info it deserves
Yeah, the last month was a fiasco, but don’t mind that, because this time I’ve brought you lots and lots of Aftershavish sexiness.
Also looks like every week that passes, more people join the fight, and more corpses appear on the battlefield (with special mention to Falthorn and his four-month lose)
Gruedorf: Textyness
The real thing this time is the new (VERY basic) text support on the game. For now, just 16-pixel high variable width fonts are supported, but there haven’t been any problem performance wise for now
Download: Aftershave, build 20080201
Download: SDL 1.2 Runtime files
More Aftershave:
I had been playing with the D programming language some weeks ago. To try the language, I decided to port Aftershave to it, and here is the result. The performance is better (a lot during startup, a little less at runtime), and the filesize a lot bigger, ’cause the standard library is statically linked, including the garbage collector. If you want, you can play with the result (that is a lot like the second build)
Download: Dshave, build 20080201