Tag Archives: andengine

World editor in action, new menu, hiring new character designer!

World editor in action, new menu, hiring new character designer!

New Menu!

well, some of you saw the old menu, some of you might have not even noticed it, well let me say it wasn’t fancy at all.. 😛
The old menu consisted of 2 “buttons,” which in reality were just 2 random textures i found in our textures folder, and 1 label “project DG.”
menu & editor, oh and achievement!
Well, now that we decided on the new name for the game, (still subject to change,) it opened new doors for us to expand the game by, such as an actual menu, and actual (yet temporary) logo.

so the new menu has about 5 buttons, yet only 2 of them work at the moment, these two are the “play” and the “level editor”
menu & editor, oh and achievement!
Play will take you into the game, in the future you will be able to choose a character to play with.
Level Edit will take you to the world editor* in which you will be able to create new worlds for the game and then play in them.

World Editor

The current world editor is pretty complex to use since it is only aimed at our staff members, it uses shortcuts we pretty much remember and there is no “go back” option yet.* (here is a screenshot of it in action)

menu & editor, oh and achievement!

We are hoping that by the time of release we will have more time to polish it and release it for you modders to use! The video we are publishing today is a time-lapse of the process we went through to create a looping world with 5 areas to explore. the areas are smaller than they would be in the actual game just for testing purposes (I wouldn’t want to walk across a long city in order to just test the platform’s functionality at this moment…)

Hiring a new Character Designer

we are currently interviewing few candidates so it may take a few days to a week. We will update you as long as we got someone or if something changes! if you are interested in applying, you still can! just email games @ isolatedpixel . com (erase spaces, for spamming reasons.) If you do email us, please include a portfolio of your past work, does not need to be commercial work, can be something you did as a hobby, and please try to include work that you think fits the style of the game. Thanks to all of the participants!

WE HIT PLACE 20 ON INDIE DB!

well, not much to say except..
hit place 20!
THANK YOU GUYS YOU ARE AWESOME!
can we reach a higher rank this time?! 😛

Now for the Video!

* The level editor is currently just a developer tool, however it is scheduled to be used for modders too if everything goes as planned :)

Side-Note

We did a short AMA the other day and found out our programmer’s favorite soup!
if you want to participate in the next one, make sure you follow us on twitter! we will publish an update there when we do it, and also feel free to request one from any of us!

check out our website IsolatedPixel.com 
and our twitter and facebook:

BioSphere 0.0.0 – Choosing Development Tools and Getting Ready

First day of development
    I started out by testing what I will need for a game like this. We thought about keeping it simple and using “Canvas” which will do basic drawing and can handle basic movement and touch points. However, we didn’t want this to be just another “simple android game”.  I started out by asking the Lead Artist and Game Designer more questions to get a more clear view of how the game should look like and how the Game-play should feel like, eventually we got to the point where I didn’t think that a basic Canvas would fit the needs of it, we wanted something bigger, something better and more effective! this is where Open GL (ES) came in the picture! I started making my research about OpenGL (ES) since I only got to use it once or twice in my past. After a long time of researching, I started to get the hang of it and did some experiments with the triangles and “hello world” projects figuring that OpenGL (ES) will be a perfect environment for us to work in.

 

Next, we had to figure out which OpenGL (ES) Version would fit us best, 1.x (which consists of 1.0 and 1.1) or 2.0, which is completely different and that I never had a chance to test. We got to a conclusion finding out that 2.0 would be better since we would like to mess with more shaders and handle more objects on screen at one time to make the game experience better, and OpenGL (ES) 2.0 was the best solution out there.

 

Also, we didn’t want to use any other game engines such as AndEngine and others because we wanted this App to be completely, 100% us, and make it more challenging, thus making us have the need to learn more and provide a better app for you guys!

 

BTW, I am using eclipse with the ADT plugin to develop games for the android platform using the android SDK on a windows 7 computer, thought some of you programmers out there might want to know this, so here you go!

 

In the next post, I will most likely post some screenshots of how the game is coming to be! So stay tuned!