Author Archives: Mark

Spectre Editor – Icons and Backgrounds

Today, I worked on some little touches that make the experience more fluid.  First off, while its very subtle, we now have a gradient background in the view, you can see it if you look closely.  Also the tree view … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Editing Materials

This week so far, I went ahead and added the basic material editor system into place.  So that means its time for our second development video!  Its far from finished, but you can see how its slowly taking form.  We … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Working with Multi-Selections

This week, Dan and I spent about 10 hours trying to fix a bug in MonoGame that caused Dan to be unable to build the project.  We finally figured it out and we’ve submitted a patch, though so far no … Continue reading

Posted in Games, Spectre Level Editor

Spectre Engine and Editor – DataTransfer

Today I worked on some of the less visual aspects of the engine.  So far the editor has been working with AbstractData nodes. These nodes serialize out nicely, and can contain any amount of dynamic data.  But transfering the data … Continue reading

Posted in Games, Spectre Level Editor

Spectre Engine – Tracers and Shaders

Last time around we used particles to give the feeling of movement. That works well, but it uses a lot of particles and over time that can overwhelm the player in a sea of particles.  This time around I decided … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Level Loading

Today we had a meeting on Google Hangouts to discuss the art and story direction of the game.  We have come away with various tasks and a better idea on where we should go next.  After trying to demo the … Continue reading

Posted in Games, Spectre Level Editor

Spectre Editor – Blue Fox Models, Auto Complete, RelativePaths