How tiles work

abstract game environmentTo better understand how tiling works, let’s imagine we have a big game that takes place in an abstract environment that is composed primarily of green rectangles [see left].

A modern interpretation might be to draw all the rectangles manually and import the picture into the game as one big background. That would be pretty wasteful. In classic console RPGs, game environments were usually created with tilesets – collections of small pieces of the world that can be combined among themselves. Using tiles reduces file size and saves memory, so let’s see how is it done in IG Maker. Read the rest of this entry »

At Nekomura Games we like to play lots of different games, regardless of the genre, shinsaku (new releases) or current top sellers – if it’s a good game and there’s some time to play it, chances are it’ll be played eventually, even if it’s a game from 10 or 15 years ago. Of course there is some personal taste involved so some genres are completely absent in our games library, but still – the list of games that we played the most in 2009 is pretty diverse. Read the rest of this entry »

reference material for a game

Trying to capture the spirit of being young and happy in Japan in a raising simulation game.

It’s time for the next update of Happy Memories: Azalea Town, devlog! I wanted to show some reference material we’re using to establish the atmosphere of this game. What would you expect to see in a raising simulation game set in modern Japan?

I would definitely expect a convenience store, game center, part time jobs where they tell you that egao (smiling face) is worker’s most important attribute, cute characters / mascots everywhere (hmmm… a relaxed bear would get us in legal trouble – perhaps a relaxed frog would do?) Read the rest of this entry »