Aeges Road Weekly Update
Sorry for the lack of interesting posts concerning Aeges Road. I have just had a lot of boring catch up work to do, and it doesn't make for exciting banter. While I am doing the boring stuff I often try to work somewhat on an interesting piece of the project for the post, but rarely get it finished in this manner. I can now see why teams often work on RPG's, not single people. There is a lot to do, plus marketing if one expects to make any money for their work, which would be nice.
This week I have been porting a few things over to linux to speed up development. When you are jumping from program to program Unix machines handle the multitasking loads much quicker and safer than Windows can, taking a load off of mind when I have lots of data open. I tried getting TGB 1.5 to compile in linux, but ran into some syntax errors and I have been greping files like crazy trying to find the functions with little luck, so 1.5 on linux may not happen. I did however start a debug journal so if one day I do get it fixed, I will have it all written down for future reference.
Some improvements have been made in the way I create tiles for the game. At first I tried World Creator and had some luck, but was not able to produce my elevation tiles. I am sure it can be done, but I don't have the time to trial and error the masks right now. Then I set up Blender in orthographic mode, which worked, but the textures lost some of the finer qualities, and it was a lot of work porting them into the template. Finally, I set up a bunch of masked layers in the gimp, several shading layers, and violla, I can now create tiles directly onto the template and save it to png in one step.
Another change I made with the tiles was taking down their resolution. I had over double what I needed and it was becoming obvious in many of the tiles I created. Now TGB is rendering them much better and the results are satisfactory for me.
My next step in art is to try out one more program for sprite rendering. I am having trouble getting the exact results I want from my current set up, and have found another program that shows promise. While I am quickly sliding away from my deadlines, I am learning a lot and will have a much smoother run the second time around. As with anything, the first time is really awkward in a lot of ways.
This week I have been porting a few things over to linux to speed up development. When you are jumping from program to program Unix machines handle the multitasking loads much quicker and safer than Windows can, taking a load off of mind when I have lots of data open. I tried getting TGB 1.5 to compile in linux, but ran into some syntax errors and I have been greping files like crazy trying to find the functions with little luck, so 1.5 on linux may not happen. I did however start a debug journal so if one day I do get it fixed, I will have it all written down for future reference.
Some improvements have been made in the way I create tiles for the game. At first I tried World Creator and had some luck, but was not able to produce my elevation tiles. I am sure it can be done, but I don't have the time to trial and error the masks right now. Then I set up Blender in orthographic mode, which worked, but the textures lost some of the finer qualities, and it was a lot of work porting them into the template. Finally, I set up a bunch of masked layers in the gimp, several shading layers, and violla, I can now create tiles directly onto the template and save it to png in one step.
Another change I made with the tiles was taking down their resolution. I had over double what I needed and it was becoming obvious in many of the tiles I created. Now TGB is rendering them much better and the results are satisfactory for me.
My next step in art is to try out one more program for sprite rendering. I am having trouble getting the exact results I want from my current set up, and have found another program that shows promise. While I am quickly sliding away from my deadlines, I am learning a lot and will have a much smoother run the second time around. As with anything, the first time is really awkward in a lot of ways.

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