Tri-Wheeled Tyrax, 1991. Rugged space tricycle. 🤣
Mark Pospesel (Coding and Other Stuff)
Coding, tech, living abroad, travel, hiking, vintage plastic bricks
Tri-Wheeled Tyrax, 1991. Rugged space tricycle. 🤣
For Mountain Dash I decided to adopt a pixel art aesthetic, primarily as a way to keep the design of the graphics simple, but this choice has lead to its own challenges. I decided I would use a 16 x 32 pixel sprite but that I would render it at 32 x 64 points. Initially I was exporting my assets at 64 x 128 pixels for @2x and 96 x 192 pixels for @3x, but I figured that this was wasteful and there had to be a better way. So I decided to use only a 16 x 32 pixel image at 1x and scale the sprite to 32 x 64 points.
The following is what I got on my first attempt:
The sprite is blurry because of how it is scaled up. Fortunately, this is a simple 1-liner to fix. All you need to do is set filteringMode
on your textures (all of them) to .nearest
.
let firstTexture = climberAtlas.textureNamed("climber_still") firstTexture.filteringMode = .nearest climber = SKSpriteNode(texture: firstTexture)
…and voilà the sprite is rendered pixel perfect as desired!
In January I decided to try and write my first iOS game. Inspired by our new home in Switzerland and the movie North Face, I decided that it would be a mountain climbing game. To keep things as simple as possible, it will be written in Swift using SpriteKit. Graphics will be done in a pixel art style. My son will be helping me with art and game play ideas.
Why a game? Because I’ve always loved (retro) games, and I want to challenge myself with something new and learn frameworks and tools that I’ve never had occasion to use. Initially I thought I would open source the game (indeed it was a public repo on GitHub until just recently), but I finally decided against that for now. Mostly because even if the game is destined to never earn a penny, it would still suck if someone copied it, cloned it, and submitted it to the App Store before me. Maybe I’ll consider open-sourcing it after the game is finished. Regardless, I hope to write about little development challenges I run into along the way. Indeed I am already behind in writing about the first of those.
I’ve also invited my friend and colleague, Ethan Mateja, to join me in working on the game. I enjoy working with him and I hope that between the two of us we can keep things moving forward and not let the project languish. To be honest I didn’t touch the game during the entire month of February. But it’s March now and I’m pushing forward again.
Super Nova II box alternates
Super Nova II, 1991. Small spaceship with four movable wings, rear cargo box, and a canopy that opens. The side rails are formed by a horse hitch piece usually seen in horse-drawn carts from Castle sets.
Large ground vehicles 1982-90
Grid Trekkor, 1991. Small Blacktron II rover with ballon tires and an astronaut in a new jet pack part. That whip antenna dwarfs the car.
Nice relaxed morning skiing with friends at Sattel.
In 1991 Blacktron was rebooted as Blacktron: Future Generation. I’m not a fan of the minifg redesign. (I do like the new black landing plates though.)
Two-Pilot Craft, 1991. This small 2-seat flyer is pretty forgettable. Sold as part of the same Five Set Bonus Pack.