$NEWTON64 :: {blog|games}
 
Alien vs Predator (JAG) maps

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Blogging!

Blogs!

Alien vs Predator [JAG] is pretty much one of only/lonely reasons to own an Atari Jaguar [Citation needed] — though Edge magazine rightly focused on its lack of stairs.

Digging through some old ephemera, I found these old printed maps I’d used to actually finish the game (the location/layout of vents in that game was just butts); naturally, I digitised them forthwith. I love how the designers were constrained to axis-aligned walls (coding angles is hard), but still managed to build these macro-pixelated structures: the Alien & Predator ships are the standouts, obviously, but I kinda have a soft spot for the escape pod at the very S end of Sublevel 5.

The major areas are shown below; you can get the full maps (with life-like vents and everything) here.

Sublevel 1

Level 1


Sublevel 2

Level 2


Sublevel 3

Level 3


Sublevel 4

Level 4


Sublevel 5

Level 5


Alien ship

Alien ship


Predator ship

Predator ship

GIMP and the Unity terrain system

I’m working on a small jam project in Unity, for the purposes of which I needed wanted to import a greyscale heightmap into Unity’s reasonably-okay terrain system. Strangely, Unity only accepts .raw files as heightmaps, and I wasn’t able to find a satisfactory explanation online of how to export from the GIMP in a format that Unity will understand.

After a small amount of fiddling, I got it to work, so I’m writing down the process here, for posterity and glamour.

First off, I searched for “usgs heightmaps” in Google Image Search and found the following image, which I opened in GIMP:

I cropped and resized the image — note that your heightmap dimensions must be a power-of-two plus one, or 33×33, 65×65, 129×129, 257×257, 513×513, &c…

Next, from the GIMP, I chose File -> Export…, and exported the image as a .raw file:

Note that “Raw image data” is selected in the file type selection box. When you hit Export, set the following options:

Your image should be saved in the appropriate format.

Next, open your project in Unity, and add a Terrain to the scene (I’m assuming you’ve done that already, and don’t need my help). To import our newly-created .raw file, go to the Terrain settings and hit “Import Raw…”

Use the following settings in the “Import Heightmap” dialogue:

Yoda willing, that should just about cover it, and your terrain should look terrainy:

Excelsior.

KO-OP Blog: Magic Carpet jam

Once again, let me direct your attention towards the KO-OP devblog, where I talk a bit about one of our recent (unsuccessful) internal jams:

For our own Magic Carpet, we wanted to build something much more enjoyable and empowering; a sort of cross between the flying segments of Nausicaä and (at least for my part) Aladdin. We’d also been talking on-and-off about Shadow of the Colossus, Journey, and Kairo lately, so our story brainstorms tended in the direction of large landscapes and beautifully desolate ruins.

Check it out.

KO-OP Blog: Concerning zero-g

For my followers on this site: I dropped a truth bomb over at the KO-OP Mode dev blog. That is to say, I talked about how weightlessness is weird.

A good portion of Red Rover takes place on the first human ship to Mars, christened NOMAD-V (pictures posted previously). Since she doesn’t provide any form of artificial gravity, that means her occupant(s) will necessarily be bouncing around in zero-g; a mechanic that seems oddly under-represented in games.

Check it out.

IGDA DemoNight: The Movie

As promised, it’s the long-awaited, Emmy-nominated, gluten-free video recap of IGDA Montreal’s recent DemoNight, where a passel of programmers (and artists, and soundfolk, &c) were given seven minutes apiece to showcase their works-in-progress. I’m on with Red Rover at 00:31:00 and very, very dark — apparently it’s hard to show off The Cosmos on a projector? Meanwhile, my comrades-in-arms Saleem and Bronson drop their Skipping Stones poetry-slam jams at 01:13:41. Check out those and the rest of the sweet and nutritious lineup below.

And once again, a big thanks to IGDA Montréal for putting together a great show!