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Posts Tagged ‘game tech’
Third Interview: Launchpad
Wednesday, May 25th, 2011
The open source project host Launchpad (we use their bug tracker) asked us a few questions which we answered in this little interview.
Previews interviews (German): Gameslabor [English], Zockerperlen [English].
Tags: community, game tech, nikki, open source
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Game Menu
Monday, May 2nd, 2011
We are currently implementing the game menus. We tried to achieve a distinct old school look, that - while being very minimalistic - doesn't look unintentionally plain. The above image is a mockup of what we came up with. We hope, you like it!
(The new menus will be deployed with one of the next updates.)
Tags: art, game design, game tech, nikki
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First Alpha Version just around the Corner
Thursday, February 10th, 2011
Tags: game design, game tech, nikki, press
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Auto Updates
Tuesday, January 11th, 2011We want to have an auto updater for our game "Nikki and the Robots". This updater will do the following things when you start the game:
- It will look if there is a newer version of the game available online. If yes, it will:
- Download the new version.
- Install it.
- Restart the game.
Sometimes, I feel stupid.
(Of course, players will be able to disable the auto updater. Right now, this works with a command line option, but future releases will ask through the GUI before downloading anything.)
Tags: game tech, nikki, open source, press
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Yeehaw! Zero Gravity!
Tuesday, November 23rd, 2010Here's Nikki jumping among some boxes that have NO GRAVITY! Unbelievable!
This was only to test some things with the physics engine and it will not be part of the final game. But then again, it does feel pretty good... so maybe it's better not to say "not" just yet!
Tags: game tech, nikki, videos
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Skybanding
Thursday, November 11th, 2010One of the first graphical details for "Nikki and the Robots" that we came up with was the style of the backgrounds for the story mode. We decided to use beautifully lit skies that at the same time have an emphasized color banding effect. In the 80s and early 90s color banding used to be a rather unwanted effect due to the limitations in color depth, but we wanted to use it as a visual feature.
Now, it is quite a lot of work to manually create all the color banded backgrounds for 12 levels, especially because there are various versions each for different screen resolutions. So, a couple of days ago Sönke came up with a simple but very useful script that produces the color banding effect. We call it skybanding. Basically, what I can do now is to paint a soft sky in Gimp using various gradients and then just let the skybanding script run over it. The script looks up the source image, takes lines with the height of 1 pixel and then uses them to create bands with a specified height. It therefore produces the color banding effect while preserving the quality of the lighting very nicely. And it is also possible to create the images for different resolutions very fast.
After running the script, there is still some more work necessary to clean up artifacts (which again are due to color depth and resolution limitations), but in the end this script should save me quite a few hours of development time. Yay!
Tags: art, game tech, nikki
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Source Code available
Sunday, October 31st, 2010
Our source code repository is now publicly available. So, if you know Haskell and/or want to get your hands dirty, point your browser to http://joyridelabs.de/game/code/.
Tags: business, game tech, nikki, open source, other, press
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Merging Tiles
Friday, October 29th, 2010When you use our level editor and place some tiles in a scene, these have to be converted into polygons and handed to chipmunk, the physics engine. If we do that naive and create a rectangle for every tile, there are lots of problems with Nikki being stuck were two tiles meet. So the tiles have to be merged together and altered in a certain way, to allow Nikki to move through the levels as elegantly as desired. I don't want to go into the details here, but I want to write about my use of QuickCheck.
QuickCheck is a test framework for Haskell that lets you check if certain properties hold for auto-generated arbitrary values. And as the tile merging algorithm is a little too complex for my little brain, that came in quite handy. So I wrote a test suite that checked, if the tile merging algorithm did the following two things:
- return a list of polygons where Nikki can't get stuck and
- preserve the exact area that is covered by the input polygons.
(btw: The picture doesn't represent a failing test case. The generated test cases were much simpler, due to QuickCheck's great shrinking feature.)
Tags: game tech, nikki, open source
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