{"id":335,"date":"2010-08-15T22:53:11","date_gmt":"2010-08-16T05:53:11","guid":{"rendered":"http:\/\/www.shadowdawngenesis.com\/devblog\/?p=335"},"modified":"2010-08-15T22:53:11","modified_gmt":"2010-08-16T05:53:11","slug":"progress-of-the-weekend-update-1","status":"publish","type":"post","link":"https:\/\/www.shadowdawngenesis.com\/devblog\/?p=335","title":{"rendered":"Progress of the weekend update 1"},"content":{"rendered":"<figure id=\"attachment_336\" aria-describedby=\"caption-attachment-336\" style=\"width: 600px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.shadowdawngenesis.com\/devblog\/wp-content\/upLoads\/2010\/08\/shadowdawn_screenshot461.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-336\" title=\"shadowdawn_screenshot46\" src=\"http:\/\/www.shadowdawngenesis.com\/devblog\/wp-content\/upLoads\/2010\/08\/shadowdawn_screenshot461-1024x597.jpg\" alt=\"Slowly adding some color to the map as Arashi runs through\" width=\"600\" height=\"349\" srcset=\"https:\/\/www.shadowdawngenesis.com\/devblog\/wp-content\/upLoads\/2010\/08\/shadowdawn_screenshot461-1024x597.jpg 1024w, https:\/\/www.shadowdawngenesis.com\/devblog\/wp-content\/upLoads\/2010\/08\/shadowdawn_screenshot461-300x175.jpg 300w, https:\/\/www.shadowdawngenesis.com\/devblog\/wp-content\/upLoads\/2010\/08\/shadowdawn_screenshot461.jpg 1296w\" sizes=\"auto, (max-width: 600px) 100vw, 600px\" \/><\/a><figcaption id=\"caption-attachment-336\" class=\"wp-caption-text\">Slowly adding some color to the map as Arashi runs through<\/figcaption><\/figure>\n<p>Did some adjustments to my water ripple code to get rid of the repetitive texture, it looks a lot smoother now and the small\u00a0waves sparkle very nicely.\u00a0 I seem to be skipping back and forth between programming and drawing, while I&#8217;m coding particle effects (working on rain first, then some fireflies for the forest here), I decided to\u00a0paint some new map objects.\u00a0 I&#8217;m really starting to enjoy how the graphics are turning out; since I&#8217;m working with an HD resolution, I really don&#8217;t feel that pixel art translates well to the big screen as much as I like it ;(<\/p>\n<p>One other long overdue thing I&#8217;ve fixed today is Arashi&#8217;s collisions with obstacle-type map objects.\u00a0\u00a0For the longest time, since day one of the collision code,\u00a0she would be stopped at the top of the texture regardless of what it was.\u00a0 Now I&#8217;ve added a property to every map object that is sort of a &#8220;collision offset&#8221; to enable a pseudo 3D look.\u00a0 She&#8217;ll be able to walk behind these bushes, for example, up to where this actual collision (with the hidden backside of the bush)\u00a0should occur, and they&#8217;ll be drawn in front of her as expected.<\/p>\n<div name=\"googleone_share_1\" style=\"position:relative;z-index:5;float: right; margin-left: 10px;\"><g:plusone size=\"tall\" count=\"1\" href=\"https:\/\/www.shadowdawngenesis.com\/devblog\/?p=335\"><\/g:plusone><\/div>","protected":false},"excerpt":{"rendered":"<p>Did some adjustments to my water ripple code to get rid of the repetitive texture, it looks a lot smoother now and the small\u00a0waves sparkle<a class=\"moretag\" href=\"https:\/\/www.shadowdawngenesis.com\/devblog\/?p=335\"> [&#8230;]<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[39,78,22,25,10,29,7,6,18,80,110,13,4,84,30,15,33,90,67],"class_list":["post-335","post","type-post","status-publish","format-standard","hentry","category-game-development","tag-2d-animation","tag-action-rpg","tag-adventure","tag-arashi","tag-art","tag-collision","tag-development","tag-game","tag-independent","tag-indie-game","tag-indie-rpg","tag-jrpg","tag-shadowdawn","tag-shadowdawn-genesis","tag-shadows","tag-xbox-360","tag-xbox-live","tag-xbox-live-indie-games","tag-xna"],"_links":{"self":[{"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=\/wp\/v2\/posts\/335","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=335"}],"version-history":[{"count":0,"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=\/wp\/v2\/posts\/335\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=335"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=335"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=335"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}