RageSpline

Weekend update…

This weekend was somewhat divided. I actually played a bit, and I worked on Fizzle. ;Þ

Nekoyoubi Texture Pack

The gang got together and played some Minecraft on our server a bit this weekend, which is really only development related because it pushed me to update my texture pack. Yeah… it had been a bit, and a few things since 1.5 hadn’t been implemented so I needed to get to it. Here are a few of the changes I recently made to the pack:

  • Diamond tools and sword, armor, and item (raw) now match the spectral style of the ore and block. No more teal diamonds.
  • Iron door item now matches the rusted gate appropriately.
  • The loading background is now wood planks (by request).
  • Obsidian (finally) has been smoothed and yet made more jagged at the same time. Looks a bit more glassy, IMO.
  • Glowstone (that’s right, a nether block!) has been massively altered. It’s now an obsidian block with a light (think recessed lighting).
  • Beds in inventory are now purple-sheeted properly.
  • Signs and ladders now reflect the “richer” wood of the rest of the pack.
  • Terracotta clay is now also terracotta in the inventory as well.
  • Fixed the broken redstone dust.

You can check out the post about it here: http://nekoyoubi.com/2011/05/08/my-minecraft-texture-pack/

You can download the Nekoyoubi texture pack here: http://bit.ly/nekoyoubitp

Fizzle

I worked a bit more with the RageSpline resources in Fizzle this weekend. Specifically, I drew some of the spell icons (fireball, iceblock, levitate, heal, and vines). I would show a screenshot here, I think it may be too soon for that, as they may be better to show off once they are mechanically written into the game.

I also converted Fizzle back to a side-scroll platformer (from a third-person platformer) for mechanical reasons. To be completely honest, I just think it will play more fun this way.

I am working on a training level at the moment, but as soon as I have it playing through in its solid mechanical form, I will screenshot and create the “official” page for it.

Logos

No… Not Legos; Logos! I’ve been trying my damnedest to create the logo that I actually see in my head – which amazingly has remained the same for many months now, but having no artistic skill (drawing, that is) is making it impossible for me to bring it out of my dome and immortalize it in pixel.

So now I look for the in between. ;(

If I can’t create my ideal logo very soon, I’ll need something to hold me over. What should it be? I’m not asking because I think anyone’s really reading this and cares. I’m asking because maybe it will keep nagging at me until something springs out at me.

If you do care though and want to throw an idea (or design if you’re really bored), please feel free. I would love to hear some IMOs, as I could really use a nudge on this one! 😉

RageSpline…

I bought RageSpline last week and wanted to take a moment to give my thoughts and opinions of it.

First off, let me say that Keely (@JuhaKiili) has done an amazing job on this little marvel. Given that this set of tools was simply intended to assist him in making a particular game (RageCube) it is truly inspirational how professional and capable this turned out.

What it is…

RageSpline is an amazingly simple way to draw vector graphics in Unity. It can help you improve performance by reducing your loaded texture memory (which is very important on mobile devices). It can greatly simplify a lot of the process of creating a 2D game in Unity if the Flash-style cartoon look is what you’re after. It will generate colliders from the shapes you draw to allow you to create levels and simple objects to physically respond.

What it is not…

It is not Flash in Unity. Don’t expect this to be an entire solution to writing a game. Sure, you may be able to pull that off as a challenge, but that’s not what it appears to be there for. It’s not a cartoon animation system. As a matter of fact, it currently does not support animation at all. It is also not forgiving of the predefined coordinate mapping where colliders are concerned, but that’s another story. 😉

What it will be…

Of course, this is subject to change and whatnot, but Keely has said that he intends to do many things with RageSpline over time. His official comments on the matter can be found here, but these are just my highlights. It will have animation support at some point. This alone would easily double the value of this tool. He will be working to improve the collider support, which again, will make this even more amazing. It will also get SVG importing and exporting so you can work on your vector resources in other (more familiar) software than Unity (Inkscape, Illustrator, etc…). He will also be improving upon an already solid set of drawing widgets and capabilities.

My final word on RageSpline is this…

If you have the $50 (USD) to drop on this, do it. Not kidding.

I had a plan for this. I was going to write Fizzle with this solely comprising its visual resources. That didn’t work for a few reasons, but all-in-all, I’m still extremely pleased with the purchase. I am using it to create 2D resources for Fizzle still, just not all of them, and let me tell you – it’s fun.

He’s made 2D resource creation not only possible in Unity, but fun and easy as well. I have no drawing talent, and I’m still creating vector drawings very easily with this utility. Check it out, you won’t be disappointed if you know what you’re going in for.

Also, check out the Unity forum post for some really cool scenes and drawings that other users have already posted.

When it comes down to it, I’m glad it’s in my arsenal.