PX2, days 11-14

  • Update to JQueryMobile 1.4.0
  • Host JQueryMobile and JQuery locally
  • Flip pixal images
  • Allow switching attacker and defender, using the battle status
  • Add skills for baked pixals.
  • Randomly select skills on battle (for enemies)
  • Assign lv 1 class skills to pixals on creation
  • Straighforward stat definition on scenario file
Enemy skills
Enemy skills
Flipped pixal
Flipped pixal
New Jquery Mobile
New Jquery Mobile

PX2, Day 8

The Troria scenario has been put off for the moment in favor of the Iberia scenario (that is, the original world from Pixal 1), I might go back to it later on, including using the Oryx tileset, but given that I couldn’t participate in the contest, I’ve switched priorities.

I advanced a bit on the graphics, including the paperdoll composer.

Map Party New Pixal

Work on px2

New Stuff:

  • Use weapons and armor in combat
  • Pixal classes
  • Gain XP and levels on won battles
  • Changes in stats model: Replace extensible JSON with fixed attributes (ATTACK, DEFENSE, EVASION, ACCURACY, BLOCK)
  • Gain skills on level up (according to pixal class)
  • Gain bonus points and stats on level up

Todo

  • Test all new stuff
  • Add race, class and level info to the pixal objects
  • Create a frontend
  • Set new xp cap on level up
  • Allow spending bonus points on stats

New(ish) blog and stuff

So, I’ve decided to rename this from pixals.co into slashland, having in mind that this blog contains news back into 2004 covering several topics of several different kind of projects I’ve gone into.

I also decided to integrate two other blogs into this one: the LRUMP project and the Kyouryuu Teikoku (SNES Savage Empire translation). Hopefully info will still be easily accessible via tags and search.

The only one I’m leaving apart is the “official” slashware blog which I’ll keep for corporate news only (I don’t know yet how long that one will last).

Ages of Slashware, and the birth of Pixals.co

The First Age of Slashware – In this age, the founder created Slashware as a side project for game development; lots of small projects were developed in this age but none of those managed to see the light. Most of the original “Pixals” project were born in this age, with CastlevaniaRL, Pixal and Expedition being the most heavily worked on.

 

The Second Age of Slashware – Liberated from the chains of forced labour, the founder charged ahead as a full time game indie dev focusing mostly on Expedition. Sadly, things went not very well… some technical shortcomings marked the fate of the project as a prolonged failure in this age. By the end of the age it was not clear what the future would bring.

 

The Third Age of Slashware – The age of chaos begun with the incorporation of Slashware, its relocation to an office space and the creation of a Enterprise Software Development portfolio; while this proved to be necessary for its continued existence it also made unclear what the mission of the company was, and in the end brought forth high cost game developments with little return. Neither Pixal not Expedition would be finished in this age, and instead ArcherFire and Virtual Games where created (among many other, small projects). This age also marked the efforts to enter the social and mobile game business.

 

The Fourth Age of Slashware – As the demand for technology services from local companies grew, and given the unclear future of the game development line, Slashware decided to shut down its game development line and to focus instead on strengthening its portfolio for IT consulting. But the founder, resilient and unwilling to give up all his game development efforts, managed to keep them alive via the pixals.co initiative; here’s the place where these unfinished game will finally be released, and cool new projects will be made, without the pressure of financial success.