‹— back


Thinking more about how I get art into prototypes and the process for making it since it's something soooo long neglected, here are some things I figured out today, working in Aseprite:

  1. Create a palette from scratch. Trying to work with an existing palette and jam things around it hasn't been working out for me.
  2. Custom brushes for quickly creating visual reference (e.g. create a brush from a tile to "paint" tiles around and get a feel for things)
  3. Create two layer folders, "mockup" and "export". Use the same file for the final spritesheet as for playing around with visual reference, just hide the mockup layer group before saving.

Here's starting out in-game:

Umm ... oops :') I guess we have to work out the collision stuff properly, which is a lil bit unfortunate because a lot of the engine collision interface is still kinda janky. But here:

Great! TOI bouncing with the velocity corrected accurately during bounce, exactly the kind of thing that matters.

And piecing together the visual mockup from Aseprite:

Even putting together a small scene is great for figuring out engine stuff that gets overlooked but really does matter. Small thingies from this:

  • Initialising renderable animations at a random duration (so tiles spawned together don't all rotate in-sync)
  • Function for snapping the camera to positions (everything used to do timed animations/transitions)
  • Quick function for reading a vec4 from the data storage format (used for sprite rectangles in a config file)

The little stuff adds up!

n.b. this thing might be a game jam game. Who knows ^^