Pantzar-Indie

Branching dialog

That’s enough animation for now.

Time to move on to something else.

Multiple enemies

Enemy and Pathfinding using A*

Inventory and items

Another video update!

This time showing the fireplace.

Video update. Yay!

Learning pixelart.

Also shown: Animation, Movement, Collision Detection, Entity Interaction

Long time no see

Posts explaining why there hasn’t been an update are boring, so I’m not going to do that.

 

I have added support for LUA, so now I don’t have to go through my own bulky script system.

I have experimented with tile aesthetics, and I’ve run into some problems that you might be able to help me with.

 

Version 1: Simple

 image

One image per tiletype. Fast and low memory cost.

 

Version 2: Fancy

image

47 images per tiletype. Slower and higher memory cost.

 

Version 3: Fancy tileset.

image

1 tileset. Relative low memory cost. Zooming causes ugly artefacts (probably due to rounding errors).

 image

 

When I have inspected the artefacts more closely I can see that it’s not a gap between the tiles, but the tile is drawing parts of the tile next to it in the tileset. So the SourceRectangle must be wrong.

Does anyone know how I can fix the ugly artefacts the tileset is causing? I do not have these problems with the non-tileset versions. Or is the only option to turn off zoom completely?

((I’m using XNA))

 

 

Edit:

I found a solution.

Calling spritebatch.Draw() with the SamplerState flag set to PointClamp got rid of most of the “artefacts”. Extending each tile in the .png file with 1px padding with the edge colour got rid of the rest.

Sound

In this demonstration, the sound is placed in the water at the center. The volume of the sound depends on the distance between the player and the source.

Music: DST-2ndBallad from nosoapradio.us

More lights, including sunlight and day/night cycles.