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«Sol-Ark» - is an indie-project focusing on 2D space faring real-time strategy (RTS) with some Rogue-like and Sand-Box elements. It’s an old-school hand-made flash project

Post news Report RSS Sol-Ark / 2D Graphics Evolution + Devlog

Hello, everyone! Take a look at the video about graphic evolution. All sprites in the game are 2D and hand-made. We put our hearts in each pixel. Also, check the latest devlog (07/03/2015 Checkpoint) to know all performed works during this week. Follow us to watch, how the game is evolving right before your eyes!

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Hello, everyone!
Take a look at the video about graphic evolution.
All sprites in the game are 2D and hand-made.
We put our hearts in each pixel.


Also, check the latest devlog (07/03/2015 Checkpoint) to know all performed works during this week.
Follow us to watch, how the game is evolving right before your eyes!

Screenshots and gifs 07/03/2015

*each rock on screen is separated 2D hand-made sprite. Asteroid belt has 4 layers, which are moving with different speed, and 6-8 different types of rock for each layer.

Screenshots and gifs 07/03/2015

* this is a rough version of resources for tiles of the asteroid. We'll polish them in near future.

Screenshots and gifs 07/03/2015

*new asteroid belt.

Screenshots and gifs 07/03/2015

*new sprites for personal weapons.

Screenshots and gifs 07/03/2015

* there are 10 types of resources which the player can mine on asteroids. Each of them has 8 unique sprites.


Here is the list of all performed work during last week:

These bugs were fixed:

    • With NPCs inside exoskeletons shifting into separated locations;
    • With a few exoskeletons performing repairs on one technic;
    • With coordinate displacement for textures being used by the GPU;
    • With incorrect visualization for resources on asteroid tiles;
    • With incorrect placement of coordinates for random events;
    • With incorrect meteoroid drawings when they consist of a few tiles;
    • With incorrect movement of asteroid belt layers on the star system map level;
    • With error for asteroid’s tiles moving, when they contain resources, during connection with a location;
    • With updating light sources during location separation;
    • With extra checking for connections of way-sections during a new location’s creation;
    • With game “freezing” while filling an asteroid’s tiles with resources;
    • With incorrect type of task “tile’s pathability”, when an exoskeleton which stays on a tile becomes inactive due to damage;
    • With it being impossible to destroy a torpedo with a thermal decoy;
    • With the appearance of space moss on map tiles when they do not have initial animation frames;
    • With settings for locations with low mass;
    • Other bugs;
  • Displacement was added for the local space map level during partial separation of the Sol-Ark;
  • New random event “gamma burst” was added, which leads to a short circuit in power transmitters;
  • New effect “lightning” was added, its algorithm for visualization and random striking was created;
  • Visualization of the asteroid belt was modified on the star system map level, the drawing of its sprites now performed by the GPU;
  • Work continues on visualization effects during ship movement in a warp-space and exiting from its travel;
  • Game “timers” were added, their triggering leads to activation of a specific event;
  • Optimization of loading processes was performed for game parameters and location template’s loading process;
  • Types of resources, which appear on asteroid tiles, were added;
  • Algorithm for filling an asteroid’s map with resources was created;
  • Visualization for resources on asteroid tiles was added;
  • Correction of AI logic has been implemented for NPC and space ships;
  • Groups of timers and events were added for initiating the tutorial’s tasks;
  • New commands for the dynamic menu were inputted for technic management;
  • Meteoroids, which consist of a few tiles connected randomly with each other, were added;
  • Connection system between an exoskeleton and a NPC, which is inside this exoskeleton, was modified;
  • Optimization was performed for checking weapon shell’s collision on the local space map level;
  • New sprites for personal weapons were drawn;
  • New sprites and textures were drawn for stars and planets;
  • New sprites were added for asteroid belts;
  • New sprites were added for resources on asteroid tiles;
  • Work continues on the demo’s storyline and tutorial; we are implementing dialogue schemes and events;
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