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Devlog 61: Of Mice and Men and Resolutions



Trevor is done for the devlog until the KS.


Hey Guys! This weeks been mainly focused on sorting out screen resolutions and adding in the settings to change them. There are now 3 screen resolutions which can be changed in the settings:
Small - 640x360


Large - 1280x720


Full Screen - size of display (mine is 1920x1080)


You can change this and other settings such as key mapping at any point during the game by pressing the escape key!


That’s all for this week, next week will have controller support and some new looks!

Greg





Trev is done until the KickStarter (well, almost).






Wow, devlog 61. Seems like I started this game ages ago. I was checking the earlier messages way back in January and it’s nice to see that a lot of the people who were commenting about the game are still around and kicking.

It also funny how, looking back, I really think that my first animations for Pan sort of sucked and people were really liking them. I’m happy with the progress I’ve made as an artist. Working on a game has always been a way for me to kill two birds with one stone; grow as an artist and develop a game.

Am I saying that I’ve always wanted to do a platformer? No, not at all. The reason I picked a platformer was for its simplicity and because it’s less demanding art-wise. In an adventure game, like Zelda, you need to do the front, sides and back which sums up to quite a lot more work.

Anyway, I’m rambling.


This week was about giving the demo to some people (two) for a test drive. While it’s not KickStarter material just yet we’re getting very close. I’m thinking a couple of weeks of improving and we’ll be good to go. Take this with a grain of salt of course though, you know how game developing is.

My main occupation now is just drawing more stuff to fill in the empty background. Zooming in the game has really made a nice difference. There’s so much to learn when you’re willing to listen to what others have to say. It requires humility, sure, but the end product really is benefited.














I also decided to do some death animations. Metal Slug does it and it's my favorite pixel art game (graphic wise) so I figured it'd better do it too:


I’m looking forward to getting feedback from players. That’s one of the things I’m looking forward to the most. Even if it’s negative. My first game, played by people from all over the world. How cool is that?

Apart from that, I keep contact with Greg, the programmer, almost daily. We use “google hangout” to chat about just about everything game-related. I send him art and he sends me demos and progress gif to show me what he’s done. It’s working pretty well. To think that without the internet all of this cooperation would be impossible.



Goulven was unavailable this week.








Posts

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So, is this the perspective-and-font adjusted version or not? :) After looking more closely at it, I now realise what else is needed: some shadows and/or more contrasting surface. Right now, it looks like it's cutting into a wall a little when it goes past those tiles down there, which lead to the impression it's floating.

Fixing that would help, though perhaps just propping it down onto something with more contrast, like a typical wooden table, would benefit even more. Either way, some shadow effects wouldn't go amiss. Even better touch, though, would be to see some crumbs and flakes of bread on and around the toaster, and perhaps even something like a tiny butter/jam stain. Not that many people keep the area around their toasters perfectly clean, after all, so why not reflect that a little? :)
Just letting you know I read your message and I'm thinking about it.
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