Nice to meet you!

I'm Cole. I develop software for a living, and I also do it for fun in my free time. I write here about my personal projects, as well as creating tutorials to share the things I've learned.

Posts

  • Bludgeon Update: Color Palette Refinement

    One of my recent changes to Bludgeon (the game I’m developing) has been to refine the color palette. Up until this point, I haven’t had a good process for choosing colors. I basically just haphazardly picked out colors I liked. I tried to reuse colors as much as possible to keep the color count down, having read multiple places that too many colors can make pixel art look sloppy. However, I didn’t really have a way to keep track of the colors in my palette, so I’m pretty sure I ended up with too many similar colors.

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  • Introducing Meticulous Monster

    I just wanted to post a quick update to introduce Meticulous Monster – this is a company I created for the purpose of releasing Bludgeon once it’s ready, along with any future games I decide to make. I actually created it early last year, but I’m announcing it now because I finally got a website up for it!

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  • Learning to Write Music

    I’ve been interested in the idea of composing music for quite a while, and being able to write music was the last thing I wasn’t sure I’d be able to do in order to make a video game on my own. Over the summer, I finally decided to give it a try and see how it worked out. I wasn’t sure if I could do it, but I figured it couldn’t hurt to try.

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  • Bludgeon Update: Building a Dungeon

    I’ve recently been working on updating the background art for Bludgeon. For quite a while, I’ve been using a very boring, plain, brick wall as the background during combat (you can see what it used to look like in this video). This was fine for initial versions of the game, but I really wanted to make something nicer. I decided to start out by making a dungeon, though I’m planning to eventually make several different levels to fight in.

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  • Scaling Pixel Art Without Destroying It

    When I started using pixel art in game development, I assumed that it would easily work at any screen resolution, since modern screen resolutions are much higher than the native resolution of a pixel art game. However, I quickly came to realize that this is not the case – it’s actually quite tricky to get pixel art to look correct when scaling it up by an arbitrary amount. It works fine when it’s scaled by an integer multiple (2x, 3x, etc.), but there are issues when scaling by a non-integer multiple. This causes problems because the texture pixels (in other words, the pixels in the artwork, also known as texels) get scaled to fractional pixels on the screen. Because screens can’t display fractional pixels, the rendering has to either round to the nearest whole pixel, or it has to blend different texels into the same screen pixel. Choosing one of the two standard texture scaling modes will end up either making some of the pixels in the pixel art bigger than others or making them all blurry. Neither of these options look great, as seen in the example below.

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