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879884 Posts in 33010 Topics- by 24383 Members - Latest Member: celloe

May 25, 2013, 07:20:46 AM
TIGSource ForumsDeveloperFeedbackDevLogsCerberus
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Author Topic: Cerberus  (Read 5707 times)
thatshelby
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« Reply #30 on: February 15, 2012, 01:07:03 PM »

Wow, love the art here.
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agersant
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« Reply #31 on: February 16, 2012, 07:49:32 PM »

Quote
Do you happen to have a link to Pierre's stuff anywhere?
Here is his portfolio he hasn't updated in a year. He also writes art and game design articles in French on Les Forges.

Update 10
Sorry for the delayed update, both Pierre and I were very busy in the past two days so not much has happened. I have started removing dust from the UI code in my framework and it's about all I have done.
Pierre pushed the first pixels of the tileset, yay !

Today's eye-candy is the artwork for Mithridate the Undead King. He will not appear in the prototype but Pierre drawed him before we settled out objectives <3 :


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agersant
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« Reply #32 on: February 17, 2012, 08:20:19 PM »

Ahoy all, just a quick message to let you know that I'm leaving on a holiday so there won't be any update here during a whole week.
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Jerom
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« Reply #33 on: March 11, 2012, 04:35:49 AM »

Any news with awesome artwork?   Beg
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agersant
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« Reply #34 on: March 11, 2012, 06:59:10 AM »

Sorry for the lack of updates.
Pierre has been working on the main character's animation in the past few days/weeks.
I came back from holiday and found out I had tons of late work for university projects and exams. It all ends on March the 28th and I can't reasonably work on Cerberus until then. I'll ask Pierre if he can update the devlog a bit in the meantime.

Thanks for your interest.
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dota_mtdew
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« Reply #35 on: April 10, 2012, 09:27:08 AM »

inquisitive minds need to know: WHERE is cerberus team??
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peous
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« Reply #36 on: April 10, 2012, 10:09:28 AM »

just discovered this thread; looks nice !
please post some updates
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agersant
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« Reply #37 on: May 01, 2012, 03:26:13 PM »

inquisitive minds need to know: WHERE is cerberus team??
Did you mean what happened to us or where are we located ?
See below for the former. Concerning the latter, I am now in Guildford (UK). Pierre is in Toulouse Grenoble (France) but we're both from Paris.

Update 11

Sorry for the long hiatus, I thought I would come back earlier!
I am now done with my university finals and I moved to the UK because I started working as a programming intern for Lionhead Studios. I took me a while to move, get used to the place and build a new desktop computer but I finally feel home enough to work on personal projects again. I have restarted working on Cerberus and so has Pierre =)


I have started working on combat code and I have collision detection working for it but there is not animation or feedback for anything yet. I'm still working with placeholder art anyway.
I also worked a bit on the title screen which now has its proper background texture and some cool particle effects (but I want to add some more!).
Finally, I worked on a logo but I don't really like it and it doesn't work very well in small resolutions anyway.

« Last Edit: May 09, 2012, 02:44:28 PM by agersant » Logged

Franklins Ghost
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« Reply #38 on: May 01, 2012, 10:03:11 PM »

Good to hear this is still going Smiley
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UncleDec
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« Reply #39 on: May 02, 2012, 08:34:47 AM »

Hey! Awesome art! I totally love it, man.  Smiley
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Belimoth
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« Reply #40 on: May 03, 2012, 02:03:36 PM »

I like where this is going, looking forward to getting something playable.
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agersant
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« Reply #41 on: May 07, 2012, 03:43:29 PM »

Update 12
Today I made it possible to place NPCs on maps using the editor (Tiled). I also made it impossible for an attack to hit the same ennemy twice.
I think my next task is designing a dialog box, I wish I could do it now but I need some sleep before work!

Pierre is busy until Wednesday but hopefully we'll get some eye-candy by the end of the week.
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agersant
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« Reply #42 on: May 09, 2012, 03:42:02 PM »

Update 13
Today Pierre made his first map with his tileset! I really love the way it looks even though he hasn't used half of his beautiful tiles. He's also still fiddling with the palette but there we are :


I spent time choosing a font for the dialog box and a new font for the menu because it turns out the one I had chosen earlier isn't free. It takes hours to a typograph-nazi like me to do so. I ended up going for DejaVu Sans & Cabin.
Also, I looked up information about Bitmap Fonts and I decided I was going to redo the text rendering code in my engine. The current version uses bitmap fonts laid out in a custom layout and doesn't support kerning pairs. I am going to support bitmap fonts and data from Angelcode's BMFont instead. It will probably take me the weekend though.
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agersant
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« Reply #43 on: May 10, 2012, 03:45:12 PM »

Update 14
I didn't think I'd have time to code today but I did \o/
I started working on my new bitmap font renderer and I coded most of the core functionality. All that's left is validating and loading the data from BMFont's .fnt files, removing the existing code, handling tabulations and testing it all. I'm glad I had time to work on this today because I'll be able to do more interesting stuff this weekend =)
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dota_mtdew
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« Reply #44 on: May 10, 2012, 06:22:13 PM »

good glad you guys are still working on it
i'll send you an e-card if you finish it
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