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Moving on with the graphical adventure game, I wanted to create more appealing background details and give the view out the window in the scene more depth. I also wanted whatever I created to be reusable throughout the game. So I came up with a simple, customizable function that can be referenced at any point.

You can read more at http://whiteoutlabs.com/game-development/reusable-animated-clouds-for-the-pico-8/

P#37500 2017-02-15 23:27 ( Edited 2017-02-16 04:27)

Looks great. If you're making a graphic adventure, you may want to look into the vector graphics authoring program I made for Pico-8 games. It's modeled after the tool used to make backgrounds in Sierra's AGI games. Check it out here.

P#37502 2017-02-15 23:37 ( Edited 2017-02-16 04:40)

Great work musurca! It reminds me of the construction game engines on the Amiga back in the day.

P#37504 2017-02-16 00:51 ( Edited 2017-02-16 05:51)

Hey willwilliams68k,

Great stuff so far! Thanks for blogging your progress, really informative.

Coincidentally, I'm also starting out on an adventure game engine. Except that I'm attempting to recreate some of the functionality offered in SCUMM-type adventure games (think Maniac Mansion, Monkey Island, Day of the Tentacle, etc.) as I'm a BIG fan of the LucasArts adventure games.

Not sure yet how "futile" a venture that will be, as I expect I will hit token/gfx limits before I've barely started. But, I figure I'll have a stab at it! ;)

Looking forward to seeing your progress develop.

All the best! :)

P#37526 2017-02-16 16:11 ( Edited 2017-02-16 21:12)

Thanks Liquidream! I also suspect the token limit will be a hurdle to overcome. Fortunately, the genre lends it's self to being broken up into chapters, which would also increase the release rate.

Cheers!
Will

P#37557 2017-02-17 18:12 ( Edited 2017-02-17 23:12)

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