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Let’s Make a Game: Very Humble Beginnings March 30, 2014

Posted by eric22222 in Game Development, General.

From the original idea of “throwing vegetables at bad guys,” I’ve made the very sensible assumption that the main character should be a rabbit, and that he should fire carrots from a bow. So let’s get right to it!

First, we need some graphic sheets. These are the raw images that the game will use. To get our game up and running with basic functionality, we’re going to need some basic terrain, our character, and some other odds and ends.


This is what is affectionately known as “programmer art.” I don’t like how these look, but they’ll fit the bill for now. I’m probably putting more time into these tiles than I need to, since they’ll get replaced later, but oh well. Next up, a carrot!


For graphics that are rotations/reflections of other graphics, we only have to make one of the facings. This saves time in some instances, but sometimes we’ll want to manually rotate or reflect our graphics. For now, we’re going for speed over perfection, though. Now watch me pull a rabbit out of a bitmap!


Aw, how adorable! For the bow, I’m doing a set of frames, each with the string pulled a bit farther than the last.


Wow, that is a masterpiece, let me tell ya. Now here’s where we need to get fancy. SGDK has multiple layers to look at. At the lowest level, we have the graphic sheets. It doesn’t get any simpler than the raw png file. Above that is the frameset. The framesets are what SGDK actually draws from. One frameset could pull from multiple source images, and one image could provide the graphics for multiple framesets. SGDK is nice enough to provide some tools to rotate, stretch, and reflect frames, rather than redraw every single rotation of the bow. So, we only need to draw the one, then use the rotation wizard to handle all the heavy lifting.


Let’s be honest: these graphics aren’t going to win any awards. But they’ll give me something to work with, and that’s all I need for now.



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