Elysian Shadows
Posts by Falco Girgis

ESTkv1.5.3.SA Internal Patch Release

In the two weeks since I had released ESTkv1.5.3 internally, the Toolkit has received a shitload of usage from Tyler and the rest of the team. Within a few days, Tyler found a list of several bugs/nuances with the new release. We spent the weekend developing side-by-side, breaking the Toolkit while fixing the Toolkit. I wound up resolving all of the issues we found within the first couple of days... However, I was to be having a septoplasty within the next week. We figured with me taking a week off to recover, I could also add some trendy new features that we had both been whiteboarding in time to make the patch release. So in the interest of maintaining our momentum and taking one for the team, I had my surgery and spent the week writing code while high on painkillers. I will affectionately refer to this patch release as the ESTk "Opioid" build. Please don't try this at home, kids...

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Artist Primer, Now Public!

Some changes that have been impending, both for the Elysian Shadows team and our project, have finally begun to see the light of day! Because of Falco’s assiduous work, scrupulous attention to detail and brilliant designs the ESTk is nearing a truly complete software product. ESTk has become as essential and invaluable as game designers and artists on our quest to forge the world of Elysian Shadows. However, as impressive and powerful as the ESTk is, it is still a tool; a conduit that requires input from brilliant minds and skilled hands to see our project through to a reality.


All of that being said – this is where you come in! This artist primer was made for recruited artists to bring them up to speed on the project graphically, and to acquaint them with the underlying technology. Though it is able to stand on its own, we strongly encourage discussion of the concepts to facilitate understanding. Whether the artist is new to the concepts of layered top-down 2D RPGs or a veteran, this document was intended to provide all of the necessary information to help us build an artistically contiguous, cohesive, and immersive world. It is my hope that by publishing this primer we are answering many of the questions about the finer details of game world design. We aim to reach out to talented individuals who are interested in stepping up and demonstrating to us that they have what it takes to be an Elysian Shadows graphics artist.

 

So without further ado, I present to you, the Elysian Shadows Artist Primer!

 

 

 

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Sheet Manager v1.2


Dev brothers and fans of Elysian Shadows, it is with great pleasure that I can FINALLY announce Sheet Manager is complete! Sheet Manager is a software tool encapsulated within ESTk that allows level designers and artists to dynamically populate sprite sheets from existing graphics. This saves an enormous amount of time, as each sheet no longer has to be meticulously constructed as a grid of 32x32 pixel tiles in photoshop for each level. It also allows for more logical and convenient organization of assets. Objects and terrain can now be saved as separate images or "mini sheets" which can later be copied into each level's sheets as they're required, all within the Toolkit.

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ESTk Dreamcast Integration

Gentlemen,

I took a minivacation from work to dev, read, achieve, and get my shit together. Marcel and I wound up having a 72-hour development marathon where we raped house and destroyed some serious code. This post has been a long time coming, and I am very happy to write this as the very first live article release for the site... The fans will be seeing this at the same time as the rest of the Elysian Shadows development team!

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Marcel was perfecting the new Entity arhitecture for the Toolkit (which is paving way for the future of component implementation, especially the Animation System next). Meanwhile, I vowed to finish integrating the Dreamcast tools with our own Toolkit, to finally realize our dream of seamlessly developing on embedded platforms through the Toolkit. Since the very birth of libGyro, the goal has been to abstract all special code, considerations, and low-level implementation logic away from the high-level developers and level designers. I wanted our artists to be able to play through their levels as they create them just as easily on the Dreamcast as they can on their own PCs. I am proud to say that (for the Dreamcast), this goal has [i]finally[/i] been realized. It's now a single click of the play button...

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The Content Stream’s-a-Flowing

The time has come at last, folks! There is a new “Blogs” sub-menu under the Project menu which features content from the infamous Private Development forum, where all of the low-level details of the game and software get fleshed out. New Articles: AssetIO Integration, Zoom, and Rotation Preliminary Engine Architecture The Joint AssetIO Framework is […] Read More