Powerhoof! Development


Crawl Coming to Switch

Soon…

Stay tuned for more details, we’ll be announcing a release date shortly after Barney’s back from showing Regular Human Basketball at Day of the Devs!

– Dave

PowerQuest Development

Showing off my adventure game tools

I’ve been putting together some tools for making point and click games in Unity, and wanted to share how I’ve done things and how I’d use them to make adventure games

So I’ve made a 3 part series showing it off:

It covers my history with using tools like Adventure Game Studio, and how they work, and then shows how I use the tools I’ve made in unity to set up a scene and script some dialog and puzzles.

I’m not planning on making the tools public, they’re too specific to our workflow to be generally useful without loads more work. But if you’re curious to try anyway, or have a gander at any parts of the code let me know (contact @ powerhoof.com), or feel free to tweet questions (@DuzzOnDrums) at me too .

-Dave

Peridium Dev Logs

Making an adventure game in under a week

While we were working on our adventure jam 2017 game Peridium I recorded a bunch of videos to show the process. Check it out here:

-Dave

PowerText

Code for generating randomized lines of text

 
Quite a few times I’ve found myself writing code to mash together a few strings randomly for games. Inspired by some sweet generated text stuff @eigenbom‘s been doing for his game Moon Man, I thought I’d write a tool to make this easy to do.

Features

  • Quick and simple way of generating a randomized lines of text for a variety of purposes.
  • Chuck some simple rules in a text file and use PowerText to generate random lines.
  • Lightweight, easy to use code. Just 2 function calls really.
  • Automatically handles some simple language things like capitalizing first letter of sentence, and converting “a” to “an” where necessary.
  • Simple handling of plurals– mark numbers in your text with [#], and then plurals of words like so: “cat[s], leech[es], goose[/geese]”.
  • Add weighting for certain options by adding [weight] at the start of a line (eg: “[50]common housefly”, “[0.1] rare dodo”).
  • Insert variables from code eg “You have [numLives] life[/lives] remaining.”

There’s fancier things out there that do the same thing and more, but if you want something really quick, lightweight and easy to use this might do the trick!

Get it

PowerSprite Animator

I made a Unity Extension for editing sprite animations

We do a lot of sprite animation (well… Barney does) so I made a swanky tool to make it nicer to edit them in Unity!

image

It means we can edit animations without having to fiddle around with unity’s convoluted animation system that’s built for much more complicated 3d games. Also I realised making tools like this is really pretty fun!

So if you’re a Unity developer check it out here:

Unity Asset Store Link

-Dave

Find Object References in Unity

A unity tool to find prefabs that reference an object

I don’t post here much because Barney has all the cool art to show and I just do programming which is sooooo boooooring. But the blog was getting so interesting that it needs some mega-dull code related stuff to tone it down. (Seriously, code is super boring. It’s literally just text. Like one of those books that don’t even have any pictures in, or a website with zero rotating skull gifs)

Anyway, made a tiny tool which is pretty useful if you’re using unity and your project’s starting to get unmanageably big like ours is for Crawl. It searches through the dependencies of all your prefabs to find which ones reference an object/script.

image

To use it, grab the code from here (it needs to be in under a folder named “Editor”).

Then you can right click an object or script in the project window and click “Find References”. It’ll pop up a window with all the prefabs, which you can select from there, or click the little arrow to dig deeper. EASY!

-Dave

Process and Playthrough from LD35

How to build a worm lord

Just a little guided tour of our process and some behind-the-scenes stuff from Maître D’ (our silly game for LD35) and then a playthough of what we ended up with.

Hopefully it’s interesting to somebody haha!

-Barney

Crawl Art Process Vid 1

Pixel Art Animation Process

Here is a quick video showing a little bit of my animation process. Working on a simple attack animation for a new axe weapon I’m prototyping at the moment.

Hopefully it’s interesting for pixel artists out there 🙂

-Barney

Walk Anim Process

A walk anim for this bird worm guy!

0a

I roughed out the pelvis chest and skull each on their own layer so I can move them around independently- these won’t squash much, the squishing is mostly in the connecting tissue. I did the arms/legs/tail in the simplest possible form (a line) so its really quick and easy to redraw poses. Also with their own layer.
 
Continue reading

PIXEL ART in photoshop

I thought it might be fun to mention some of the stuff I’ve found useful for pixel/animation work in Photoshop.

Aliased tools

First thing is obviously to turn off all the  anti aliasing.

Switch the Paintbrush for the Pencil, put the Eraser into pencil mode, and untick “anti aliasing” check boxes for the Lasso and Paintbucket.  I like to go into the settings and turn off pixel grid if it’s on- that thing makes it impossible to see!

tut1

Continue reading