Amazing. You\'ve been scrolling through the whole set of \'scripting\' posts. I bet you have realised that these are posts about automating things using some scripting language, like Perl, bash or tcsh (yes, I\'ve taught myself python fairly late).If you know my pet project enough, you\'ve noticed we aren\'t at all speaking of scripting game … Continue reading scripts (t.a.g.)
Month: December 2005
screenshot (t.a.g.)
You've enjoyed the list of all the posts that featured a real screenshot.They usually introduce a new feature in my tools or a significant visual progress in games. Not all of these are pictures taken with a real camera (hopefully), and they are conveniently complemented by videos (mostly screencasts) for more dynamic features.In contrast, mock … Continue reading screenshot (t.a.g.)
palette (t.a.g.)
There was a thing with 8-bit consoles and 16-bit machines: you wouldn\'t have the bandwidth to select precise color for each individual pixel. The digital-to-analog circuitry that provides signal to your screen might have 5- or 6-bit resolution, you\'re still stuck to 4 or 8 bits per pixel instead of the 15 (or 18) you … Continue reading palette (t.a.g.)
PPP Team (t.a.g.)
You have reached the last tag of the PPP Team category.This thread is dedicated to all those games that were planned or developed by the core team "Piet, Pierrick and Pype" in the '90es, and the characters that were involved in these games, such as Badman or Biokid. Most of these were either made in … Continue reading PPP Team (t.a.g.)
OAM (t.a.g.)
You already know sprites are movable images that can be freely placed over the background image in a computer game. Now that you've read all of the OAM tags, you also know that a sprite as we see it in-game is often built of multiple hardware sprites which usually have quite restricted size (e.g. 8x{8; … Continue reading OAM (t.a.g.)
mybrew (t.a.g.)
You've reached the last post in the "mybrew" thread.These post present the software development and releases I've been through on the Nintendo DS. That captures everything about the sprite editor, the level editor and the animation editor that I intend to use for building Bilou's adventure, plus the Multi-purpose transfer-and-testing tool dubbed 'runme' and (of … Continue reading mybrew (t.a.g.)
KISS (t.a.g)
Keep It Simply SimpleI have a natural twist towards over-sophisticated designs. I certainly prefer Great Ball Contraptions over the shortest path. I've spent countless hours of my childhood trying to build a mechanical pattern to have a spider-like LEGO robot. I need to monitor my own designs again and again to ensure my software doesn't … Continue reading KISS (t.a.g)
Mechanics (t.a.g.)
This is a term I borrow from Kirby Kid -- aka Richard Terrel. Mechanics are the player initiated actions from controller inputs as designated by the game designers. These actions have effects on the gamestate in terms of the variables and dynamics of the gameplay system.In fact, if we consider that gameplay is the part … Continue reading Mechanics (t.a.g.)
Mario (t.a.g.)
Yep, I mean the mustachied one.At first, I had in mind not to create a "Mario" tag (nor any tag for Nintendo or any third-party character). If a reader would have liked to read "all references to Mario" on this blog, the search feature is there.However, with the time, it turned out that the Super … Continue reading Mario (t.a.g.)
let\'s try (t.a.g.)
You\'re done with the \"gameplay experiments\" (let\'s try) posts.These posts present some game design that were not initially planned but reveal required to improve the game, usually after some \"guest star\" suggestion.That\'s also the proof I dropped my \"arguing\" phase and admitted that \"okay. Let\'s prototype it, try it and we\'ll see what it is … Continue reading let\'s try (t.a.g.)