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November 3, 2014

Last Saturday (Nov 1st) Conceptart.org held their annual self-portrait day. It’s a community event where you have a day to produce a portrait of yourself. Any style, medium etc. is accepted.

I was reminded by accident and decided to give it a go. Here’s the result.

Other entries can be found Here.

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October 30, 2014

As image making have been sparse this year I’m keeping it relatively quick and simple, just to get things going.

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October 28, 2014

Lately most of my attention has been put on improving the props system for my game, or rather figuring out how it should work in the first place, what it should be able to do etc. The props are basically 3d models rendered in the same angle and orthographic perspective (or lack there of rather) as the game camera, then mapped on box-like meshes to provide for depth calculation (which uses vertex color). The projected uv’s has been one of the trickier parts to figure out.
Last weekend I spent a couple of days making a system for generating stairs and ramps with additional height collision solving. This will speed up and optimize level building greatly.

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October 21, 2014

Just for the heck of it.


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October 18, 2014

I’ve been holding off from posting about this for too long. Cant quite remember but I think I started on this about two months ago.

So long story short I ditched the platformer project and migrated the code to start building an isometric game, something I’ve never done before. Diving deeper into programming which has been quite exciting so far. It’s like a whole new world revealing itself slowly.

I hope to post more updates about this in the near future so I’ll keep the description short. While I got a lot of things implemented so far (some things working better than others) it’s still very early progress. I hope to get going with some art pretty soon and build something more attractive and coherent, and then maybe even get some proper gameplay in as well.
Still there’s always some fundamental problems popping up from time to time which is still what makes it challenging and fun. The largest issue I have right now is precision problems with a “depth-buffer” I’ve made utilizing a shader which prevents drawing pixels of objects that are obscured by other graphical elements. This creates jagged lines where edges or surfaces meet which you can spot in the video below.

As before I’m using the Love2D framework, all game code is written in Lua and shaders in Glsl.

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