Elysian Shadows
All posts with the tag: qt

ESTk DevLog 002: Normal Mapping and Lua Debugging

Three days of slow and painful progress culminating inĀ an epic 48-hour substance-fueled devbinge, yielding astounding results. That’s pretty much how I would sum up this week. As much as I have tried to distance myself from these “devbinges” after they took their toll on my mental health and sanity during our exhausting Kickstarter campaign, sometimes […] Read More

ESTk DevLog 001: Entities, Shaders, and Bumpmaps

In an attempt to continually keep our backers updated, our team members educated, and my own narcissism satiated, I am hereby starting a blog series for all of my low-level endeavors developing the Elysian Shadows engine and toolkit. This will also serve as a changelog for our beta backers, once we start handing out test […] Read More

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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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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