lördag 29 oktober 2011

DAGE is dead, long live Unity!

So it´s been a loong time since my last post, but now I have more time over to invest in this blog.

The developer of DAGE has announced on the forum that he is prohibited to continue work on DAGE, due to his contract with Rovio (of "Angry birds" fame). Although it´s perfectly possible to make a game with DAGE in it´s current state, the premise of discontinued updates, and the obvious lack of interest for the platform due to development inactivity, I have removed it from the list of applications that I follow.

In its´place, though, i have recently discovered a much more powerful engine called Unity3D, which can do a whole lot more than just adventure games, and I hope to dive into soon. It has a free and a professional version, and a very active and helpful community. There´s huge potential here, and I will follow development with a very keen eye! You can explore more about Unity3D by clicking here.

watch for more updates soon, as I go through some of the latest updates on the game development scene.

Hasta luego!

torsdag 25 november 2010

DAGE 0.5.1 and more

Okay, so it´s been awhile and I felt there was time for an update.

So, Pauli blesses us with another fine release of his 3D Adventure game engine DAGE, numbered 0.5.1. As the .1 denotes, it´s a minor release, meaning not much in new features, but more significantly all the features of 0.4.8 are now supported again! Good job, Pauli. As always, the latest release can be found in the right column of this blog, or you can go directly here.

"I Was a Las Vegas Showgirl" - by Ali

As a double feature in this blog update, the first game using the DAGE adventure game engine has been released. It´s called "I was a Vegas showgirl", and was made entirely by Alasdair Beckett (of Nelly Cootalot fame, if you´re a part of the AGS adventure game scene) . Pauli is also working on updating the game for the 0.5.1 engine (can we hope for a speed improvement?)

More info, and a download link can be found if you click here.

Hasta pronto, amigos!

lördag 13 november 2010

Selfportrait

onsdag 3 november 2010

MyPaint 0.0.9 official!

Yesterday arrived the official release of MyPaint 0.0.9, and even with some small suggestions from me implemented. I´m honored, and just show the responsiveness of the development team=)

Here are some highlights:

  • Import/export of brushsets
  • Show/Hide of subwindows with shortkeys, and even a key yo make the menu appear at the cursor
  • Saving and editing of brushes is now all done in a dedicated brush editor
  • Memory optimizations in startup and saving of files
  • Brushsets have been streamlined to contain a maximum of 35 brushes
Thanks to all developers for another stupendous release, and to many more. Go to the MyPaint website to download the appropriate package for your OS, and read a more extensive changelog!

Hasta Pronto!

söndag 31 oktober 2010

Delays for personal reasons

I´ve had personal issues the last couple of days that have had me re-evaluate where my life is going at the moment, if it´s going anywhere that is. I´ve been very depressed for reasons I don´t care to diverge. In any case, I will push back my schedule a week, to give myself some space. I know that being creative is what keeps me going, but first there are things I need to sort out, until then

hasta pronto.

tisdag 26 oktober 2010

AGS (Adventure Game Studio) open-sourced!

Well, that´s kind of a half truth, but anyway - it´s always better to see the glass half full, right?=)

After some heated discussion on the AGS-forum, Chris has decided to open up the editor-code for now, and depending on how that works, he might release the rest of the engine code as well (here´s hoping=) In any case, this is an awesome opportunity to make improvements to the editor interface, or extend it further than possible with the current limited plugin API. Chris will still control the official releases, but is looking forward to recieving some wellneeded assistance with bugfixes and cool features, with potential inclusion into the main branch.
A picture says more than a thousand words=)

Here´s the link to the AGS forum topic:

Kewl beans! I will follow this development with great anticipation!

Hasta pronto!

That´s it damnit!

I´m tired of working for other people. so I´ve better get started. Instead of being the usual perfectionist, I decided to just scribble something down on canvas and I´m quite pleased with having actually started, even though it looks like crap=P What´s significant is that this is actually the first design work done for the game. No matter how crude, it still conveys pretty well some basic ideas that will be brought into the final version.


This will be the first scene. It´s actually a scroller, so we will start looking at the sky, birds flying around and landing on the rooftop, down to the name of the school and then to this frame (As the down arrow implies). The trees and bushes in the foreground I hope to make a parallaxed layer, but it depends on how much time I can afford myself.

So there you have it. Laugh all you want at the WIP crappiness - I´m the only one who can see the final product in my mind, and I assure you it will look pretty neat=)

Full, weekly, craptastic update on sunday, remember!;) Until then,

Hasta pronto!