December 21, 2015 DevBlog
After making several 3D games like this, I realized that 2D games were more attractive and accessible.
To this end Game Maker is a great choice for many reasons. Among others:
- Easily portable to Windows, Mac, Android, iPhone, Linux …
- Full sprite management, also setting which sprites will be stored into the video card memory.
- Thousands of useful and efficient built-in functions.
- Opt...Read More
May 30, 2015 DevBlog
We have been at Madrid Game Conference (MGC in ESNE). In this edition, they have discussed one of the most important topics when creating a video game theme: Promotion and Marketing.
The information technologies are constantly changing and it’s not a surprise that what we once knew as crowdfunding (Kickstarter, IndieGoGo, GoFundMe …), now it’s more popularly known as FFF; Triple F of Family, Friends and Fools. This is, nowadays thousands of games are published every day...Read More
We have already seen that Hispania Saints & Warriors it’s going to be a 2D game. However, when we started creating the sea, we find out that we didn’t like the 2D sea. A 2D sea is usually created by animated tiles repeated all over the screen.
Therefore, to give a realistic result for the sea, same quality as the other Hispania graphics, the best choice is a 3D sea, which gives depth depending on the area, darkest parts, coral, Mediterranean area and realistic animation according to the whole map.
Hispania faced here with a challenge. Join a 3D map at same level of a 2D map...Read More
July 8, 2014 DevBlog
In the post “2D and FullHD, Retina and 4K resolutions”, talk about the various current resolutions. From FullHD up to 4k. Currently these resolutions (4K) have come to be defined as UHD, currently on format 4K and 8K.
FullHD: Size is 1920×1080 pixels. That is, an uncompressed image occupies more than 6MB. To know how much an hour film would take, we should multiply 6MB*60 images on one second, at 3600 seconds in an hour. Luckily, there are many algorithms to store data without any loss of quality. In this case a film minute would be about 7 GB...Read More
April 27, 2014 DevBlog
Another common way to create graphs for 2D games is the rendering of 3D graphics in order to obtain 2D sprites. It is also the technique used in Hispania for graphing. In the picture, you can see the development of characters used in Hispania.
Generally, when we want to obtain realistic results, we should use this technique. For games with a drawn style, we can also choose to model in 3D cartoon style, animate and render; or directly create vector graphics (see Vector drawn 2D games).
The other most common drawn technique, pixel by pixel (raster), is not so useful if you want realistic graphic...Read More
In the next posts, we will discuss different techniques in creating 2D games. Specifically, today we will talk about vector graphics.
At this point, we must distinguish between a picture that is painted in vector way and a sprite that is the result of a vector image.
Nowadays it is common to draw animations using vector drawing. Since a vector drawing can be resized without loosing quality, it helps us to adapt the sprites to any screen resolution. Besides being an easy method of painting, it is also an easy method for animation (e.g. a tutorial here).
Once we have performed the vector drawing...Read More
Once we have written or even documented the ideas, it’s time to delve into them. To do this, one of the recommendations I make is doing it on paper. That is, pencil in hand and begin to develop the ideas.
In addition, this allows us to take advantage of any time and place to move forward with our game. In my opinion, a tablet is not versatile enough. I prefer pencil and paper.
In my case, I use a notebook, among other things, to further develop the following:
This is a very important point.
The aim is to solve all the problems that we encounter on paper: How we will paint the grap...
Once the map is beginning to take shape and already created the rivers and roads, it is time to move to the mountains.
There are several ways to create isometric mountains. For example, we can draw them in code with the following elements:
- A base texture: For example grass.Read More
- A second texture: For example snow for heights.
- A heightmap (or bumpmap) : Where the intensity of white indicates the height of the 3D mesh and the height where the snow starts to appear.
- A lightmap (normal map if you are using dynamic lighting): Include lighting on land is expensive, we can supply the illumination ...
February 2, 2014 DevBlog
Currently the resolution of the screens is increasing very quickly due to the continuous reduction of components. Therefore, it’s possible to put more pixels per inch (ppi). In particular, it is common to find computers with the following resolutions:
- FullHD (1920×1080 px): A standard and, during 2013 and 2014, one of the most common screen resolutions.Read More
- Retina (various resolutions): In early 2014, with this type of display, you can reach resolutions over 3840 x 2160 px.
- 4K (4096×2160): Starting to extend from the end of 2013, these types of screens are becoming more common each day.
January 9, 2014 DevBlog
Before we begin to plan and draw the game, even before we begin to model our game, we need to clarify ideas and develop them.
It is not enough to have regular meetings with our team, but we must develop the ideas on paper. Thus, not only will be collected, but throughout the team, we can develop the ideas in detail.
For the project “Hispania: Saints & Warriors,” we are carrying out three types of documents:
- Management documents
- Specification documents
- Technical Documents
This is just a way to organize...Read More