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Tree: Painting with the Tablet

Tree 141229 painted 1

First and maybe last stage of my tree – an exercise to learn how to draw and paint with an Intuos tablet. I had never used one before. And in truth I’ve never successfully painted with real media either. This is for better or worse my best work in color.

Continued…

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Tree: Sketching with an Intuos Tablet

Tree Sketch on Green, 2014 dec 28

My first experiment using an Intuos drawing tablet with Gimp is a single layer of black and white lines over another layer of green. I’ll be using it as a guide as I learn how to paint on a computer.

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Modelling Again

I have been fiddling around with Neverwinter Nights for quite awhile now. One reason why I stop updating this blog while messing with NWN is that scripting doesn’t present well in a blog post – not in my opinion anyway. Recently however I made some models for NWN, and so I do have something to show.

In October the Custom Content Challenge theme was Weird Science, and so I decided to take a stab at something you would find in a lab. I came up with a rusty table, and a microscope. These are screenshots from NWN:

Microscope

Microscope

Table with Metal Sheen

Table with Metal Sheen

Table and Scope in Game

Table and Scope in Game

 

 

 

 

 
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NWN: Sea Cave Tileset Improvement

I have been doing some work assembling art assets for the new Vives project. The first task was to put together a collection of the tilesets and placeables which builders will need. One of my favorite tilesets is the Sea Cave tileset, but I felt that it needed a roof. I set to finding an expedient solution to this today. Continued…

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Just when I thought I was out…

Vives Title

they pull me back in.

 

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Resizable Div In Javascript

     Today I made a babystep towards implementing an editor for my tile based game. Its not much, but I figured out how to code a movable and resizable div in javascript. Give it a try below:

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Following my A* Routine to Ondřej’s ROT

     I have spent a few days working on pathfinding routines, and was unsuccessful on my own until I found Ondřej’s ROguelike Toolkit in JavaScript. (ROT incidentally is the namespace he uses in this project.) After playing with Ondřej’s pathfinding code, I now properly understand how A* works. I am also impressed by the structure of his project, so I have begun using it as a reference while I put together my framework of scripts for Grecian Urn. Thank you, Ondřej!

By the way, TILES is now the name for the framework, since this is for a tile based game. “Grecian Urn” describes a particular aesthetic I want to achieve someday in a game, but the more I explore this tile based game, the less I think it is appropriate for the original vision. At this point, I think it would be better to design Grecian Urn as a side scroller showing characters in profile rather than a top down grid. But since I am already creating a framework for a tile based game, I might as well finish it.

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