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Wyoming, USA
Adventures of Goblinson Crusoe
1,239 comments
45 followers
453 entries
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JTippetts
May 05, 2012
Re-rendered the trees
I re-rendered the trees using the official Goblinson Crusoe rendering stage as well as with a few different varieties of leaf texture to add a bit more variety. Here is a sampling of the small set for the travel mode maps:


and the larger versions for combat mode:



I've got a busy weekend, but I'm goin…
1,762 views
JTippetts
May 05, 2012
Foliage


Spent an hour or so at work rendering some trees. I think I might re-render with the saturation turned down on the leaves just a tad; they seem awfully bright, especially since I turned down the sat on the ground splats. I also only had 1 leaf texture, so I'll probably create a couple more leaves a…
1,937 views
JTippetts
May 04, 2012
Tree generator


Several years ago (8-ish, maybe?) I stumbled across an LSystem tree/bush generator for Blender that I really liked, from a site that no longer exists. Luckily, I've kept a backup copy of it.

Today, I was working on some new ground splats when I thought to myself, "Self, those trees are just kind of …
2,075 views
JTippetts
May 02, 2012
Casting spells
I've spent the last little while working on spell targeting, casting, selection, etc... getting magic and stuff back into the game. I've also been tinkering with alternative combat styles, which has taken up the bulk of my time. Haven't done anything at all about the interface in weeks, despite it …
1,797 views
JTippetts
April 03, 2012
Portrait frames again, plus some other stuff.
I forgot to bring home the latest copy of GC from work, and I made enough significant changes that I don't really want to do anything much tonight. I really should set up a repository somewhere so that I don't have to keep copying GC to a flash drive every morning before work and every afternoon be…
2,094 views
JTippetts
March 31, 2012
Another Goblinson Crusoe video
Yesterday, I implemented the fade transitions between combat mode and travel mode. The transitions are performed by way of a special state context. A state context represents a gameplay state, and implements the functions handleEvent, render, renderUI, updateLogic and addFrameTime. The two main sta…
2,535 views
JTippetts
March 30, 2012
Cleaning up the controls and stuff
Today I didn't do a whole lot with the graphics, and instead revisited the control loop for the combat state. Initially, the way the combat state worked was that all the player-controlled objects and all the enemy objects would be dumped into a Turn List. Each update (which happens about 4 times pe…
1,840 views
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JTippetts
March 28, 2012
Portraits and stuff
Was kind of a busy day at work so I didn't get the chance to do a whole lot. Just some interface graphics, and a bit of work hooking up the character sheets to the interface. Also cleaned up the code behind the interface, modularized some things and removed some placeholder and temporary code. If I…
1,727 views
JTippetts
March 27, 2012
Grinding away at the interface
Spent a couple more hours this evening plugging away at the interface. Did a few buttons for the dashboard panel, and re-wrote a bit of text rendering code to allow color coding tokens embedded in strings for the combat log. The current text color can be switched using a token of the form # where n…
1,868 views
JTippetts
March 26, 2012
Bringing the UI back up to speed
Man, who'd have thought one tiny little baby could produce so much poop?

Although I don't have a whole lot to show for today's work, I'm posting some screens and and update anyway since it seems like I stay more motivated when I am posting progress updates and screenies. So, here are a couple:





I got …
2,001 views
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