Hi, I’m Tamás Karsai (Spidi) a solo game developer forming “Magic Item Tech”.
I used to grind for magic items day and night, now I’m building games using technology fueled by them 🙂 .
Terminal craze: cats, game development, games, movies, toon & anime, comic books (in that order). More: http://magicitemtech.com
Hi everyone! I released I Am Overburdened 1.2.2, a.k.a. the cosmetics 💄💅 update which focuses on improving the looks of the game 🖌️🤩🎨
Auto-tiling using “sub-tiles” in I Am Overburdened
I added auto-tiling to my pixel-art roguelike indie game “I Am Overburdened” with the latest update using the “sub-tile” approach (first gif). It is super simple to implement and requires much less sprite work than
the classic “blob” (or 8-way) method. The idea here is to split tiles which require special corner graphics
and check the relevant neighbors for each corner. To cover each
situation 4 variants are required so 16 sub-tiles. Based on the
horizontal, vertical and diagonal neighbors of a given corner the
appropriate sub-tile graphic can be selected and voila: Auto-tiling.
The second gif shows the end result within the game. To me, the difference is night and day. It does make the grid structure
of the levels less readable (functionally may be a bit of a downgrade),
but it makes the dungeons feel much more claustrophobic so all in all, I
feel like it is a big win :) Let me know what you think!
For the sake of completeness I made a picture showcasing the “blob” (last picture). It is the more flexible and well-established (classical) method and I
had a system coded like this long ago, but still, I went with a
different technique because of the amount of graphical work required for
all the maps… Here you create special tile graphics with the required corners for all
the relevant neighbor combinations (47 exist, the first part of the
image). Each neighbor is represented by a bit (power of 2 value, the
second part of the image) and by combining the flags of the “important”
matching neighbors you get a unique value identifying the required tile.
I’m planning to release a tiny graphical facelift for I Am Overburdened with the next update :D What do you think?!
Jokes aside IMHO in-game the new tile system looks better and the dungeons feel a bit more claustrophobic. I’m almost done with all the tile-sets so I can ship it soon with more goodies ;) Hope you like it!
After being dormant for a long while a new I Am Overburdened update is out and online 🗡️😊🛡️! With version 1.2.1. the game is now localized to
German (🇩🇪…) and Spanish (🇪🇸…)!
I Am Overburdened, my silly roguelike full of crazy artifacts and a “hero” who has 20 inventory slots, has joined
the Steam Lunar new year sale
🐷 🐖
Currently it’s 50% off so only 2.49$ 😍 (may vary based on region, base price is 4.99$) !
I Am Overburdened, my silly roguelike full of crazy artifacts and a “hero” who has 20 inventory slots, takes part in the holiday sales
❄️☃️
Currently it’s 50% off so only 2.49$ 😍 (may vary based on region, base price is 4.99$) !
I Am Overburdened, my silly roguelike full of crazy artifacts and a “hero” who has 20 inventory slots, has joined the Steam autumn sale. Currently it’s 40% off so only 2.99$ 😍 (may vary based on region, base price is 4.99$) !
Improving the looks and ease-of-use of the I Am Overburdened menus Coming soon in the next update v1.2.1. with more details in my next blog/vlog post ;)