Hey guys, sorry for the long gap in updates, we’ve been heads down for the last few weeks with little time for writing posts. This update will be pretty massive, I’m not sure when we’ll get time to do another so I want to pack this chock full of all kinds of goodness! Title Screen
In celebration of the upcoming weekend (of which we’ll work continuously through!) we’ve recorded some Alpha footage of the game in it’s current form. There’s a ton of new changes in this build, some highlights are: Enemies attack from right-to-left, previously they would come from both directions. Units are now spawned manually (used to be
I just wanted to post a quick example of the sort of performance we’re seeing right now with SpriterAS and Starling: Click To Open We’re seeing about 1100 instances on our Core 2 Duo, and 2100 on the Intel i7 CPU. Each character consists of 6 pieces, so that’s between 6,000 and 12,000 animated sprites.
When it comes to generating Dynamic Texture Atlas’s in Starling, your options are somewhat limited. The current method to do this is a Starling Extension hosted here: https://github.com/emibap/Dynamic-Texture-Atlas-Generator This extension is nice, but it has some significant issues: 1. The Rect-Packing algorithm is not very efficient, meaning your SpriteSheet’s end up with alot of wasted
[Update] We’ve added a second post with a small benchmark to show performance [/Update] We’re happy to announce the public release of our first library SpriterAS. SpriterAS is an Actionscript Library based on Starling, which lets you playback Spriter Animations (.SCML files). https://github.com/treefortress/SpriterAS What is Spriter? Spriter is kickstarter funded animation tool, which enables you
If you’re reading this, thanks for checking out our new site! It’s very early days, but we’re hoping to bring you some really cool content in the coming months, and super pumped to get our first game (Bardbarian) out the door! We’re planning on posting a variety of content, including lots of Concept Art, Character