Five weeks overdue… If it wasn’t for Grue’s constant nagging, I probably wouldn’t be here now.
Just now I noticed that I did enough work to post all this time, but didn’t bother to.
It’s late, so I’ll make it fast and boring
What’s up, doc?
- Now with nice and working splash screen (the logo at the top of this page) and main menu
-Rewritten the font system, now uses BMFont files, now is easier to use and a lot more powerful.
- Implemented the base for a debug console. For now, just a text writer, this is a screenshot with some data pulled out of nowhere
- Added joystick support
- There are a couple of transition effects… But they should be implemented in a better way, for now the are copied inside the states that use them.
On other news
I resumed the work on MapedPrime after a long recess.
- Started reordering code, separating roles. My first objective is to allow multiple document editing
- Removed (I hope that for the last time) the dependance on Zlib.net (I wrote a wrapper for using the real Zlib)
- Reimplemented the flood fill (I have to test it and merge it back into the trunk)
The future plans are:
- x86/x64/PowerPC Linux/Unix/MacOSX compatibility (the main reason of Prime)
- Multiple map editing
- Plugin based codecs
- Intellingent image importing (like psd2map)
- Complete UI overhaul
So, comments, ideas, anything is welcome. And, probably this week I’m back in #sancho to waste my time
I halted the project for a while, you know? Kinda temporal thing, between a breakup, a lot of study and other things. And also, I discovered I was stumbling here and there with the game, and advanced some little things in the engine, but without a solid idea of the game. This week I started to draft the script for Aftershave, and from that, was born the idea for the intro.
In a style that probably many of you will find familiar, a little teaser of the intro. Actually this is a half-mockup, the art corresponds to one of the screens, but it isn’t running in the engine yet. Someday later this week I’ll try to post some more screens, and maybe some fancy on-engine intro sequence.
From now on, I declare this day the I Failed Because I Did Not Update day!
I’ll just tease you with some old art, that may or may not be used for the game.
(more…)
Real life sucked this last month. And that made me suck at ‘dorfing too, and I lost all the no-loserness I had ![]()
I apologize to all my fans that were expecting the last two updates, and I promise that there is going to be at least a crappy non-update post the next time my life is sucked into a vortex.
Looks like posting unrelated thing like they are important to each game is becoming a custome in this competition (I’m looking at you, Gruedorf), so I’m going to make the same. This will be an art attack update.
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


