Latest 5 posts

Showing Off My Pixel Art

I'm hoping to practice and improve my pixel art skills. To that end, I'm aiming to do at least one of the Pixel Dailies a week (assuming there is a theme that inspires me) and archiving them on my site. I'm not a graphic artist by any stretch of the imagination, and quality may vary wildly. Consider these experiments and exercises.
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Review: SpaceVenture (backer release)

In 2012, the designers of the Space Quest series of adventure games, Mark Crowe and Scott Murphy a.k.a. the Two Guys from Andromeda, ran a Kickstarter campaign for creating a new game in the Space Quest vein. The campaign was narrowly funded. And now, a decade later, in September of 2022, SpaceVenture was released to backers.
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A baker's dozen AdvJam2022 entries you should try

Adventure Jam 2022 took place in June and had moved on to its new home on itch.io. Due to a lack of inspiration and mental energy, I was unable to participate myself this year, but I've thoroughly enjoyed playing all the entries that I could... close to a hundred of them. My own preference is very much in the classical point and click style, with a few excursions, and you'll find that reflected in my picks of course (I'm not claiming objectivity here). Here's this year's cream of the adventure crop, in alphabetical order:
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Porting Blood Nova to DOS

In January and February of 2022, I ran a Kickstarter campaign for a new retro style point and click adventure game Blood Nova. As one of my responsibilities is to create the macOS and Linux builds, I thought that, just for fun, I'd look into creating a build for MS-DOS too. Having worked on it as a side-project for a few weeks now, I'm confident that such a port is possible. This post is intended to explain a little about the process and the challenges involved.
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Pathfinding in point and click adventure games

There are multiple ways to do pathfinding. One commonly used method is having a navigation mesh or a graph of nodes and then running Dijkstra's algorithm or an A* search on that. In fact, A* is what I used for my adventure games until It's Flot. Instead of a coarse mesh, the graph had a node for every pixel. With low resolution games, there can be just a few thousand nodes to check which can be done even on moderately powerful hardware in a fraction of a second. Unfortunately, for It's Flot, being in full HD, there could be a million or more walkable pixels, leading to a huge slowdown. In certain cases, it could take several seconds to compute a path. So to make the game playable, without having to replace the assets, I replaced the pathing algorithm with one I devised myself. I'm sure I didn't invent something new, but as somebody asked, here's a short description of how it works.
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