(mis)adventures of Martin in Writing, Podcasting, and more
Ingame appearance As I have worked on several games, I have noticed various oddities. I have covered one before: unused assets. However, there are a few others. In the game TES:Arena, most SET files are reserved either for walls or for floors. The exception… Continue Reading “Strange times at Septim High”
Why Arena? *This post was originally drafted in 2012 but never submitted. I have revised and updated it. The next brief diversion was an even older game called The Elder Scrolls:Arena. It is the first game in one of my favorite video game series… Continue Reading “RETRO POST : The long road to Arena”
Wandering the land I spent some time this week searching in-game for textures yet to be done using a pre-edited overpowered save file so I could roam unimpeded. I looked for dungeons, cities, wilderness, etc. that hadn’t yet been retextured. The side effect to… Continue Reading “Sometimes the baby is just ugly”
Here is the before and after for the in-game menu. I probably should have shown it more clearly in the last post (and the video). Overall, I’m very pleased with it. – Martin
In-game menu I’ve held off on doing the in-game menu because I didn’t feel the necessary inspiration to tackle it yet. For me that texture is the face of the game; the one the player sees most often and serves as a sort of “anchor”… Continue Reading “One texture to rule them all….”
Shapes I try to stick to colors pulled from the original image. This eliminates any guesswork on making sure the colors match the palette file (really only important for older games that use palette files). Once I have a rough idea of what colors to use, I try… Continue Reading “Easy doesn’t always equal quick PART 2”
Why “Marking” As I have mentioned in previous posts, my experience in working with game art resources has revealed that the game creators often leave behind orphan files that aren’t actually used in the game. It is very frustrating to spend a couple hours on a… Continue Reading “Graffiti on the walls”
Editing the “easy” Arena SET files (remember sets are several images tiled into one) I mentioned that right now I’m “mostly” focusing on doing the easier images in Arena’s SET files. By easier, I mean contain simple angular designs that have minimal curves and… Continue Reading “Easy doesn’t always equal quick PART ONE”
Arena Depixelation Project (ADP) I made a lot of progress on the SET files and a few of the image files. However, I have decided to not count the files as often so as not to distract from getting work done. The Surface Pro… Continue Reading “The evil bookshelf of blurring +1”