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Miner Threat is a rogue-like adventure platformer shoot 'em up where you fight your way from the bottom of an abandoned mine to the surface.

Post news Report RSS Graphics are getting better

This week, there was a lot done in the graphics department, and a lot in the research.

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So first off, what I didn't tell you last week about the pixel perfect-ness was that it didn't work. It was broken bad. BUT, I fixed it. It scales pixel perfect, and even has a little white border around it. Oddly enough, however, the border works fine on my 1366*768 (16:9) monitor, but I tried it on a 1280*1024 monitor and the box was drawn low. But who the hell has a monitor that size? (Other than my school...)

Fullscreen

Sadly, I couldn't get a photo better than that in full screen. That is actually a photo of a video I took from litecam... But you get the jist, it looks much better.

You may notice in that photo that there is a new type of wall! It was technically added two weeks ago, but I just redid the sprite so it doesn't look like garbage. (My favourite part of that photo is the faint "Window Snip.")

Walls

I did a lot of work on the enemies this week, as in touching them up. I got my hands on a great piece of software called Aseprite that is just stellar. Best spriting software I've seen thus far -- and no, I am not being paid to say that. (I wish...)

Aseprite

I would show off the enemy sprites, but I got those from some asset pack. They came in a high resolution (In comparison to Miner Threat), so I had to scale them down. Miner threat wall are actually 16*16 and the player is like 12*24, or something like that. So I scaled them down quite a bit and the didn't look great, lots of lost pixels, so I had to redo them myself.

But the best part of this week is the part when I fixed the game so it wouldn't crash when you clicked on an empty inventory slot.

10/10 best game

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