Tag Archives: Indie Game

Exporting sprite sheet

Modding / Development Tools – Texture Packer

The Texture Packer

So, I saw a few texture packers online, and if you saw our website (ย click here to see it!ย ), we also made one in the past, well… depends how you define “made…” lol it was very sloppy and no-one really was able to use it except me since I knew all of the flaws and bugs of it and was just too lazy to fix it up and decided to stay with it…
well, fast forward few months, well more than just few, since it was originally made for the older game, I decided to make a new one! and this time to make it more friendly to the user and very… very simple… literally anyone can use it.
Texture Packer

To start off, you will need few things

  1. A template that is supported by the game
  2. All the frames required for that template
  3. Texture Packer itself

Texture Packer

Step 1


  • simply write in the whole directory the file is located in, including the file’s name at the end (not recommended)
  • Select a template by pressing `Select Template` and finding the template in the file search. (not ideal)
  • simply drag and drop the `tml` file into the typing area! (Highly recommended, very simple)


Texture Packer
Now, you may be asking yourself, “what is a template file? what’s so special about it?..” well, nothing really, just the structure of that file is simply the only type of structure the texture packer will read.
Texture Packer

  • the number following `padx` is the padding along the X axis between each sprite
  • the number following `pady` is the padding along the Y axis between each sprite
  • the number following `cols` is the number of columns of sprites in each row
  • the file names following order are the files in order from left to right in the sprite sheet, if, for example there are more than 5 files, and there are only 5 columns per row, it will start a new row at file 6
  • if there is “NULL” instead of file name, this space will be ignored and will leave that spot empty and move on to the next column.
  • once it reaches end, it ends and exports the file.

That’s it, pretty simple!

After we selected the template, we would name the file (this action is included in step 3’s GIF file), the name needs to be compatible with the game. If it is a mob/NPC, as long as you also make a mob/NPC with the same name, it will be compatible.

add in the sprites!

Texture Packer

Step 4

Texture Packer

this will result in two files, one of which is the actual sprite sheet, the next is simply instructions for the game on how to load the sprite sheet.

Texture Packer
Texture Packer

From top to bottom:

  • Width
  • Height
  • Padding along the X axis
  • Padding along the Y axis


new parallax background

New Background, MODDERS – level editor

Update 0.0.7.X

Version 0.0.7.X is mostly about the world editor, and while this was worked on, I also worked on new development/modding tools that will be presented in the next article!

This update wasn’t big at all, all there is to it is a new background, so feast your eyes!


What did we add?


First of all we added an invisible “grid” system. Basically it uses units of smallest platform possible to place platforms in the world

we added the ability to actually add platforms, which uses the grid to place it ( you will see how the placing isn’t “smooth,” this is done on purpose. This is to make sure platforms aren’t overlapping themselves in a weird way.

What are these coins that stay randomly floating for? This was just part of platform testing, I didn’t feel like taking them off yet simply because the platforms aren’t perfect yet, (but if you follow our twitter you will see what they look like when they are close to perfect… ๐Ÿ˜›ย twitter link)





To place an NPC, you need to press “T” and pick an NPC, then you can put this specific NPC down as many times as you would like, to select platforms, simply place the “space-bar” and place as many as you wish.

New background (Revision 3)


As you can see it moves in layers, which creates a false-3D effect — or Parallax background effect ๐Ÿ˜€ (this is not yet perfected and will probably not be for a while, yet it works!) This background actually went through more revisions but it would be redundant if we would show you each one, this is the most recent one! Major Update

High-Lighting Selected Object


Platform Tweaks!

Now you can increase the length of a platform! use “D” to enlarge to the right, or “A” to minimize to the left.


Camera Controls


Player Spawn

Now there is an initial player spawn selector. you can place the green block where-ever your would like the player to spawn at! (press “P” to select player spawn and then click anywhere to place it.)


Saving/Loading Maps!

Now when you exit the level editor, the map you created gets saved! then once you launch the game and open press the play button it will immediately load for you the appropriate background to that map and everything inside of the map you saved for you to play-test! (the game will only load level “0” for now)



Check out Alpha Testing tab on the top of the website if you are interested in a free copy!

Inventory, Items, Money And Skill Pointers! R1


This update includes

  • Skill shot/attack pointer
  • Inventory
  • Money
  • Items -> pick up
  • and some side updates!

So get ready for some more gifs!

Skill Shot/ Attack Pointer

So, we got tired of the ugly arrow, however, the artists were busy working on the backgrounds and character design so I (the programmer) didn’t wanna bother them.. Therefore.. I was forced to put my Artistic Skills to the test… and there you have it! a new skill shot and Attack pointer!

0.0.6.X R1 Update


There you have the attack pointer, once you release the click of the mouse it will shoot a projectile (yes… still a pig. lol.) As long as you hold down the mouse, the pointer will show up and “grow/shrink” as its animation. now the range for attack aiming is “unlimited” for now.

0.0.6.X R1 Update


Next up, we have the Skill shot pointer, as you can see it is *LIMITED* to the skill range. making it impossible to just teleport to the other side of the screen if your teleport is only level 1, which is quite logical ๐Ÿ˜€

So this wraps up about the pointer, if you like it leave a comment! ๐Ÿ˜€ I think it came out ok… lol


The inventory is quite simple so far (since it is not finished, I just got tired of seeing the ugly plain grey square, wanted to decorate it a little :P)

There are 3 “fields” in the inventory.

  • The inventory Title
  • The spots for items
  • the money label with the amount of “money” you have.
0.0.6.X R1 Update


Now this inventory is just for now, it is a simple place holder (its made using just RGB colors and basic text) and will be replaced once we get the textures.


The “money” isn’t functioning as you might expect… it is basically an implementation to test our editable text. every time we kill a monster, we get 1 “money” which means… its basically a kill counter…

0.0.6.X R1 Update


It is quite basic, just as we said, every time we kill a monster, we get one more “money” to our counter and the text just changes. this will be used in the future for presenting real money ๐Ÿ˜€

Picking up Items!

So there are bunch of coins on the ground which were originally toilets… or floating chickens… but forget that! now they are coins! and you know what we want to do with coins? we want to pick them up! Cuz why not..?? lol

0.0.6.X R1 Update


as you can see we can finally pick up these coins! all you have to do is stand in front of the coin or item and press the pick up button (depends where you bind that button to, in my case it was `x`)

What to expect in 0.0.7.X?

In the next version we are working hard on bringing the game more toward the playable side! We are working hard on the world editor, NPCs, AI (mobs), animation, new background, and more! We are so excited to show you all of this so leave a comment on what you want to see next!

Updated Character Saving, NPC, Health System, &skill

Update V. R1


This version was relatively short so let’s jump right into it!

Character Saving

In this version we had to update the character saving system because of the addition of health and mana to the game, therefore if you try to load a `player` data from with this version it will just crash.
here are some of the new features:

  • Health / Mana regenerates slowly
  • when using a skill, mana is being consumed
  • when getting hit by a monster, health is being consumed.

Here is a GIF showing the character’s health dropping as he is being hit by monsters ๐Ÿ˜€

0.0.6.X R1 Update


Notice that for now the big health bar on the left is just for decoration, it is solemnly a HUD testing, the real health and mana of the character are located on top of the character itself.
next up, a GIF of the character’s mana dropping as he uses skills:

0.0.6.X R1 Update


New background and a BUG!

Yes, this version had a small bug, simply because I was too lazy and wanted to go to sleep (4AM, yea you get tired at this time… lol). So here is the situation, our background artist sends me a new half done background ready to be in game, now I just want to see how it looks like in the game itself right? well I thought it was going to be easy to implement a new background that moves and does cool stuff, well I was wrong… so I decided to half-ass that and do it the easy and sloppy way… so enjoy the new picture of the background and the bug itself:

0.0.6.X R1 Update


As you can see, the HUD is drawn on the same camera layer as the background itself making it move as the background moves. And instead of following the “game” camera layer and moving corresponding to that position, the background layer moves according to the player position giving it a weird look (and also explaining why it jumps when the character jumps.)
So yea, bottom line, the whole purpose of this was to just see of the background looks in game, don’t get too used to it because it is going to go through some new revisions. ๐Ÿ˜›

Update V. R1


This version is mainly about loading and saving character using the save file and fixing the camera… oh and showing how skills upgrades work!

Character Loading

When you first start the game, your character is level 1 with no skills. as you level up and move around, a lot of your aspects change including your upgraded skills, your position in the world, your health, your mana, experience, basically.. a lot. So, everytime you load a game, you don’t want to re-play from the begnning but you would like to jump straight into where you stopped, and this is where this feature comes into play! once you start the game, it checks if you have a character that can be loaded, if it can, it will load and show you it! If it can’t find any, you will get a new character in the origin position at level one !

Character loading:

0.0.6.X R1 Update


here is the initial creation of the character, as you can see you are created in the origin spot and then we move the character and get hit and finish the game.

Later on, we load the character again and we are in the same place with all of our previous stats loaded.

0.0.6.X R1 Update


As you can see, the game is re-loaded and even the health is the same as it was!


Remember the NPC we added earlier? well now it is partially function-able! well kinda… lol
once you click the NPC now, it opens an unfinished dialog that can be read but not exited from yet, we implemented the text into it and text rows but we didn’t finish implementing dialog buttons. We are planning on doing that as soon as we are done with quest and quests implementation.

0.0.6.X R1 Update


Camera Bug Fixes!

As some of you with keen eyes might have already notices, yes we fixed the “background/HUD” bug in this version, simply, because I wasn’t tired… lol
So yea, there isn’t much to say about this except that the background now follows the “game camera” using it’s own camera and keeping it relative, and the HUD is completely separated from both.

0.0.6.X R1 Update


Skills Upgrades!

Alright this is my favorite part ๐Ÿ˜€ the skills system got a quick upgrade and you can see it in action! so there isn’t much to say but a lot to see! check out how the range is increased with each time we upgrade it!

0.0.6.X R1 Update


So yea, this is it for now… stay tuned for more!

Character Saving, coins, new spritesheet, AND level editor!

Update V. R1


we finally finished what we think you guys will love! This new update includes so much content… from bug repairs, to character saving, to health and damage system! And above all… this is going to have the most GIFs ever… like it legit took me hours to get em good lol…
Where do I even begin… oh I KNOW… R1

this is the first revision of the game which basically starts out the player saving system.

0.0.6.X R1 Update

So once the game is being launched, it immediately looks for this file to load a character, which includes your health, your mana, your level, your skills, your job, your position and basically everything else. however, if it couldn’t find this file, it creates a new simple character and once the game is closed it saves it and creates the file! This works like any basic saving, once you play, you level up, you beat monsters etc, let’s say my skill is lvl 3, I shut down the game, open it the next day…. and OMG I am back when i stopped and i can still teleport at a level 3 range!

Next up, I have good news! and… bad news :'( kinda lol… well let’s start with the bad news… Good-Bye baby Chicken… we removed the baby chicken animation from the main character.. now good news! We put in a temporary template that we are working on for the character. We update the animation and fixed some stuff around. we also nerfed the jumping so now you dont jump so high and it feels more natural. the platforms are not going to be this high in the end game that you have to use teleport skill to get them, this is just for now until we finish the map-maker!

0.0.6.X R1 Update


“Hey there, what is that coin-looking thing,” you may ask! well it is the new drop-able item instead of the toilets and floating chickens.. :P, anyways, yea it just floats there and spins for now, here is a closer look:

0.0.6.X R1 Update


You are probably wondering, “Well, this is already a lot, but is there anything else in this update?..” Well… no… JK! there is more! Your character is no longer invincible! you can now get hit and the monsters can interact with you. once they collide with you, you will go into “invincible” mode for couple of seconds, which will give you the opportunity to escape and not get unlimited damage done to you in matters of seconds. The “invincible” mode changes the opacity of the character and makes it look as if you are getting feedback when you are hit.

0.0.6.X R1 Update


**Alright, I warned in the other post, you NEED to take a deep breath because isn’t even done here and there are 3 more sub-versions for me to explain and talk about!**
NPC – non playable character, everyone’s favorite right? well it sure is mine! Check it out! the Baby chicken is back as soon as you thought he is a goner forever! So for now it stands for “Non Playable Chicken…” haha… I’m funny… right?…. plz say yes…

0.0.6.X R1 Update


This NPC is not interact-able yet and is not ready at all. it is just for decoration in this version ๐Ÿ˜€
Next up, and, yes, lastly, is a world editor being under development!

0.0.6.X R1 Update


Allow me to run you through that menu you just saw real quick, it is quite temporary but it is a main gate into the game and into the world editor. I basically added a new Screen to the Screen Manager that can now move you from menu to either world editor or game itself (soon there will be character creation too which this menu will helps to get to in the future)

Alright, there is more to come soon so give it a couple of days! This update was huge by itself! time to go back to programming!

First Daily Update

NEW – Daily Updates

what is it?

We are going to start updating daily about what we did throughout that same day and what you should expect on the update coming up! So get ready for all the information we can give you!

So what happened today?

today I am working on one of the 0.0.7.x updates, this one includes a LOT of trigonometry… ugh… it was a nightmare… but!!! it will give us the option to include sloped platforms for the game which every mob can walk on, this may seem simplistic… but boy is that hard to implement, well at least since I never actually tried to do that before. (you can see a pic on twitter ย )

what’s up next?

coming right up, is a new article for our game about version 0.0.6 R1 for our website, and right after, we will start working (well already did) on update 0.0.7.X ! this update includes a lot of changes and actually makes the game somewhat-playable. I am really excited to picture our indie game growing up so fast… it feels like just yesterday I was debugging the character walking speed and fixing up our timestep… alright enough with the nerdy talk! the game is getting pretty awesome, and I am hoping version 0.0.8 or 0.0.9 will be about us just adding skills and effects and before the 0.1.0 (pre [closed] alpha release) we will include some quests to go along with it.

Menus, Experience, levels, skills and more!

What Took us so long?!?!!
well, we didn’t mean it to take so long… but if you follow us on twitter you would know that my PC kidna gave up on me in the past few days so I was focusing on fixing it up while working on an update for the game!

How do we Pick The Version Names?
First thing first, let me clarify on how we pick our version names for the game! It is quite simple, if the update is minor, we choose to remain on the same 0.0.X and just add another number at the end for example `0.0.6` and ``. The reason for that is because that all of `0.0.6.x` version will share the same folder and same resources. once the resources had changed, or it needs to save a new file (in this case the file is the player data) or if it needs to save a file in a different manner as before (for example if we changed the way keybinding behaved), we are forced to create a new folder for it, at which time we change the 3rd digit of the version (in this case to `0.0.6` from `0.0.5`.) Version `0.0.6` was a special case, it only had 2 very minor updates before it immediately changed and needed a new folder, so I decided to just create the next version as an “extended” version of `0.0.6` called `0.0.6R1` where “R” stands for “revision.” Well, I hope that clarifies it!

This is the initial creation of version `0.0.6` and this only had 2 sub-versions, which includes the addition of a job system, addition of a level and experience system, and addition of menus such as skill menu and soon inventory menu!

By menus we don’t mean main menus and such, we mean menus you can use on the fly as can be seen in the GIF! The menus were programmed to be move-able as you play and they lay on the HUD screen meaning it stays static as you move, so you can leave the skill menu on the right left corner and it will remain there as you move your way through the map!
-Skill Menu

  • The skill menu includes a title saying “skill menu”
  • use-able skill’s name and level
  • button to upgrade the skill’s level
  • skill point counter at the bottom

-Empty Menu

  • this is going to be the inventory menu; updates coming soon!
0.0.6.X Updates


Experience/Level Systemย We experimented using different formulas until we found one that we chose to stick to! For now each monster you kill will give you 5XP which is just for testing of course and in the real game each monster will give you different XP depends on their difficulty and level. Once you level up, you get 1 skill point to use which in this case upgrades our teleport ability!

0.0.6.X Updates


Skill Menu Revision
This is a minor update to the skill menu that changes the layout as follows:

  • The skill menu includes a title saying “skill menu” (now higher on top)
  • “Class” and the class’s title
  • use-able skill’s name and level
  • button to upgrade the skill’s level
  • skill point counter at the bottom
0.0.6.X Updates


For more info, check out ourย IndieDB pageย http://www.indiedb.com/games/project-dg
and our twitter and facebook: