GraphicsGale

So I've been using GraphicsGale for years now.  The free edition features are such that you basically never need to pay - all the paid version adds is animated GIF and windows icon support.

But since this is what I'm doing full-time, now, I'm going to be using less free editions of software.  I figure if I'm going to profit, they should, too.  It occurred to me that I could also make use of the GIF-exporting ability of GraphicsGale, as well!  So I went ahead and got the license.  Above are the first fruits of my newly paid status.  Enoy :)

A GIF, and a Question

Happy GDC everyone!  I won't be there this year, but will be working on AV full time for the duration. I expect to have an exciting announcement soon.

In the meantime, here's a part of the sequence from the intro.  Please imagine this synchronized to the thumping base and it makes a bit more sense.

So for the question:  I've work on a lot of features that I don't post about.  It's to give you something to look forward to discovering on your own by playing the game.  See, in the days of yore, instruction booklets would often "spoil" every item you could obtain in the game - and being the weird sort of child I was, I wouldn't always read them for this reason (and this isn't even getting to plot spoilers).  But, it occurs to me that perhaps other people aren't so concerned about spoiling the items/abilities.

So, how do you feel about item and ability "spoilers"?

Intro Shot - Animated!

IntroShotAnimated.gif

Here's how that shot looks animated in game (at 16 fps; any more and my gif recording software dominated the CPU and substantially slowed down the game).  I may still add more - some blinking lights on the main building, for example.  I may also add some blowing dust or the like.

On a side note, some new, wondrous things may be happening, and I may not even need to do a Kickstarter.  In all likelihood I won't know for sure for a couple of weeks.  Prepare yourselves!

WIP Intro revamp

I'm well aware that the intro sequence is the weakest link in AV (probably resulting from how I rushed through it in order to make a festival deadline).  I'm in the progress of revamping it to be a bit more dynamic and show more relevant parts of Trace's past.  Here's one of the screens in progress.  The hill/mesa is largely placeholder.  The clouds need a bit of work.  I was more or less going to leave the rest as is.

IntroWIP.png