Stardale - Game

by Chris posted on Oct 31, 2014
(1,482 Views / 7 Likes)
2 Comments

[​IMG] Happy Halloween everyone! [​IMG] This video shows a little pumpkin shooter minigame thrown together to celebrate one of my favorite times of the year! Each season we want to incorporate little games like this just for seasonal fun. With seasonal games and achievements to gain, it adds a fun dynamic to the Stardale universe.

As usual YouTube cannot downscale pixel art to smaller resolutions so your best bet for watching this video is to watch it at 1080p quality at 1920x1080 resolution. Stardale will support different resolutions and look great on 99% of monitors - it's just that YouTube doesn't downscale pixel art like our game does. ;)
by Chris posted on Oct 28, 2014
(1,850 Views / 5 Likes)
4 Comments
I just wanted to show you some of the epic art Jose is working on. Here's a little preview of some concept art for one of the mob he's making. :) Looks awesome!

Stardale-alien-boss-and-mobs.
by Chris posted on Oct 26, 2014
(1,384 Views / 3 Likes)
2 Comments
Anyone who pre-purchases Stardale will now automatically have their forum badge assigned to their profile. Likewise, you will also automatically receive a forum trophy and trophy points for your support!

Your badge will show up on your profile and in the post bit beside each message you post on the forums. If you're browsing from your mobile phone, your badge will show up in your profile.

Thanks to everyone who has pre-purchased so far! Even $5 for a backer badges helps us to buy a meal and stay productive. :)
by Chris posted on Oct 26, 2014
(1,101 Views / 5 Likes)
0 Comments
stardale_tree.
Hey everyone, another week of development has gone by and we're still working hard!

This week we've accomplished quite a bit including asteroid mining! Woohoo! It's in the process of being fully completed but we can mine asteroids :D. Even better, you can drag/drop and combine them in your inventory! Sounds basic but everything has to be added in so even the most basic things are more than what they seem. We've also created pumpkin missiles as you've seen in a previous post, I've worked on the UI more, fixed some Playstation 4 and Xbox 360 controller issues, and Jose has sent us some halloween art as well! A summary list of what we've done this week is below for those who are interested.

Also, forum badges will go live later today for anyone who has pre-purchased through our website!

stardale-pumpkinbullet2. A bit of what we've been up to this week:

pumpkinbullet. Created UI wheel button options.
pumpkinbullet. Created trig. math method to calculate placement position.
pumpkinbullet. Asteroids now have mineral count for mining.
pumpkinbullet. Added outline for mining, can now mine asteroids.
pumpkinbullet. Added functionality to transfer minerals mined from asteroids into player inventory.
pumpkinbullet. Fixed some bugs with turret rotation.
pumpkinbullet. Added circle wheel texture
pumpkinbullet. Fixed rotating issue where turret would rotate out of control.
pumpkinbullet. Fixed issue where controller button wouldn't fire.
pumpkinbullet. Added rotate to pumpkin particles.
pumpkinbullet. Created Missile Launcher functionality
pumpkinbullet. Updated Weapon Turret to handle missile launcher
pumpkinbullet. Added manual override control for missile launcher
pumpkinbullet. Added auto targeting for missile launcher.

pumpkinbullet. Added playership enum types
pumpkinbullet. Created pumpkin mesh in Blender for collision particles. Did you know the pumpkin particle in a previous post is actually a 3D mesh?
pumpkinbullet. Added playership sprite animation methods to control changed ships.
pumpkinbullet. Added function for mounted items activated by hotbar to check for power available before activating.
pumpkinbullet. Added function to enable hotbar ship weapons.
pumpkinbullet. Added function to disable hotbar ship weapons.
pumpkinbullet. Added data class for mounting point locations to be stored.
pumpkinbullet. Overhauled background manager, implemented exponential decay to make mountains in background move down as player moves higher. Higher you move, faster mountains move down - or vice versa.
pumpkinbullet. Reworked some of background parallax positions given that tilemap was resized to make pixel perfect.
pumpkinbullet. Added more functionality to UIItems drag/drop when weapons slotted in on ship.
pumpkinbullet. Created customized Rotation lerp function for smoothly handling rotation animations.
pumpkinbullet. Added method to check if power available to activate weapon turret.
pumpkinbullet. Disabled weapons when slotted in, previously they incorrectly activated on their own.
pumpkinbullet. Added some SaturnV sound effects.
P.S. Like the pumpkin's Jose drew? They were meant for in-game but they also make awesome bullet points! Hehe.
by Chris posted on Oct 23, 2014
(1,191 Views / 3 Likes)
2 Comments



To celebrate halloween we created a few Halloween items to show. The first is a pumpkin missile which launches into a little firework display in the shape of a pumpkin head/face. The next halloween item will be shown in the coming days closer to halloween. :)

I've included a video discussing the missile and a tiny bit about missile functionality. Ths video is best played at full screen 1080p 1920x1080 resolution - this is because the game is pixel art and pixel art when downscaled has some negative consequences turning it into a grainy washout. Stardale the game will fully support different resolutions but YouTube + pixel art down scaling is another story.

I hope everyone's doing well!
by Chris posted on Oct 18, 2014
(1,838 Views / 6 Likes)
4 Comments
As promised, here's a list of the changes from this past week. This week I spent a lot of time reworking the tilemap chunk loader. Previously it worked but there were a few problems with random chunks disappearing, with the changes I've made it fixed the majority of issues an is now nearly complete. I really want to get space mining up and running and so now that we're in a better position to start working on that, it will be one of my goals.

Quick summary list of some of the changes:
  • Several days rewriting chunk loader to make it more efficient when loading land chunks on planets.
  • Fixed UIGrid center alignment null error when no grid objects added.
  • Added EnergyBar UI that now goes up/down based on player ship energy available.
  • Made Character Info and Item Forge available in space game play.
  • Fixed drag and drop items disappearing and not being able to be moved around when created due to wrong layer placement.
  • Added Hotbar in space that dynamically generates item slots based on ship configruation and ship picked.
  • Hotbar updates with weapons placed in ship config manager.
  • Added outline function to enable/disable weapons from hotbar.
  • Added hotbar UI light green/red to show if weapon is active or inactive.
  • Added functionality to actually change color from red/green and back.
  • Linked hotbar active light to ship config so that UI boxes for mounted items will also show active/inactive in ship config UI menu.
  • Added function to remove hotbar items when item is removed from ship config manager.
  • Disabled hotbar items from being dragged/manipulated to prevent duping items (hotbar items are clone of ship config drag/drop item).
  • Added function to prevent items from being overlapped and double dropped into same UI slots in inventory.
  • Added SDShipWeaponTurret RotateTurretToTarget to rotate the turret towards active target.
  • Updated Inventory UI square, created semi-transparent texture and set to nearest neighbour pixelation rather than bilinear.
  • Moved chunk loader to coroutines when loading tile chunks during player movement.
  • Updated editor script to set zfixed for all tilechunks.
  • Created basic tile importer for players to import tiles.
  • Created smooth lerping function for moving vectors during animation sequences at an even smoother rate.
  • Created Saturn V stages and added thrusters.
  • Added launch sequence for Saturn V to scene sequence manager for player driven events.
  • Added two new medium and large ships created by Jose.
  • Created several weapons, including missile launchers, laser canons, and magnetic particle accelerators.
by Chris posted on Oct 15, 2014
(1,368 Views / 7 Likes)
2 Comments

Hey everyone, I'm finally back online after our cable model decided to brick itself. In my downtime I worked on rewriting some of the tilemap in addition to continuing with more work on in-space stuff. With this animation you can see one of a few stages of the Saturn V rocket! This rocket is one of the early models that your race may use to launch itself into the stars after developing the technology to get off world.

In other news - I've had to rewrite how the tile chunks are handled which created a bit of a delay - there was a problem with scaling that needed to be fixed from awhile ago so for the past couple of days I sat down and drilled through it. :eek:

In the art department, Jose has sent us several more ships including a new capital class ship. If you're luckly we may sneak peak it sometime soon ;).

Finally, there's 10 days left for our kickstarter! If we don't reach our goal we'll still keep working on Stardale regardless. Remember you can always buy a backer reward on our site through PayPal and once the kickstarter ends we'll be throwing the paypal purchase page up on the hotbar for easy access.