Ioachim Suckity…

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

Sketch: Happy Aftershave

The character that gives name to the game: Aftershave, the dragon.

Sketch: Sleeping

Who has heard of an adventurer sleeping with a dragon? Here we see Gervasio and Aftershave at naptime

Ioachim Move it all around

This is getting somehow intermittent. Basically, my group suck, I’m still the only one developing, but I still keep counting on them.

Armored ArmosI’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 :D

Next thing to do: better collision detection :D

Download: Aftershave, build 20080316
Download:
SDL 1.2 Runtime files

Ioachim Tales form down below

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

habemustextumThe 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 :D

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

Ioachim This is a horrible day to feel beautiful

… but a great day to stop losing.

So, I was writing about lazy weeks not so long ago. Man, THIS was a really lazy week, our (or should I say mine?) first losing week. During the weekend I couldn’t bring myself to make something productive for Gruedorf, and the Update Sunday® just passed by as any day.

But, to not mimic some of the contenders whom I will not name, this last two days I worked a little on Gervasio’s frontal animation. I’m exhausted for no reason at all, so it still has some details that need to be worked out, like the shoulder pads.

anigerv 

I probably will work a little more on the art side for the next update, as this week I’m not very programmy ;)

Unrelated Note

I named this topic for Overcoat’s (from VGMix.com) album, Today is a Horrible Day to Feel Beautiful

Ioachim The clash of the sprites

screenshot-20080106

This time we have a couple of improvements to The Legend of Aftershave. The first thing you’ll notice in the game… Gervasio doesn’t fly over the sea and unto the unknowns anymore!!

Maybe some of you are wondering about the name… Maybe The Legend of Aftershave is this game a quest of a man trying to end with his beard. Or is he a legendary barber, trying to reach the Barbershop Nirvana by acquiring the Legendary Aftershave? No, my dear friends, Aftershave is the name of a character. Aftershave is the center of all the plot, being of immeasurable value for both Gervasio and the evil antagonist (yes, there’s an antagonist, now you know that).

And so, some people make us all look like poor lazy amateurs (Kildorf, you bastard), others try to make their best to stay not losing (Grue, congrats for your moving) and Code keeps losing like a loser (We want Zodiac Cogency, please come back!!), and this fierce competition goes on and on… And maybe some day someone will go against all the rules and will win instead of not losing, and I know we will that someone.

Newsworthy

The new build of the game introduces a couple of features:

  • Collisions: The only one noticeable at first sight, now you can’t move outside the isle. Aside from having collision boxes for the map, entity movement is restricted to inside of the map.
  • Entities: In the first two builds, Gervasio was just a sprite. In order to implement collision testing, he needed some substance. Now we have a rather empty but functional entity tree, and as I have a basic Creature class, implementing monsters will be a breeze!

But the most important and useless new feature is AfterDev, the program that someday should be the main development tool for the game (Map and script editor and testing environment, a basic debugger, and package manager). For now let’s you start a new instance of the game, pause it, and show or hide the collision boxes of the map.

NOTE: For the Linux (and maybe other Unix variants) guys out there, I included config files for the libraries so it works with Mono. Be warned, anyway, there’s a bug in Tao.Sdl, so the game crashes on 64-bit Linux, at least on Kubuntu 7.10.

Download: Aftershave, build 20080106
Download:
SDL 1.2 Runtime files