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New secret project in the works.
stay tuned for more updates.
Graphics Update #2

So I’ve been working on redoing a lot of the FF artwork recently and I’m liking the way its coming out so far. This is just a quick WIP image to give you all a idea of the new style.
On the programming front, I’m working on the game mechanics at the moment to get everything working right for the first demo. Hope to fill you all in with more updates on that soon!
FrostByte Level Editor .NET
So yeah, it’s full “steam” ahead on moving everything into C# for use on steam. Horrible pun intended… The level editor is coming together a lot faster than I assumed it would, which surprises me quite a bit. Development has slowed a bit though from my lack of a laptop at the moment and my recent addiction to Minecraft.(Damn you notch…. you creative genius you…)
Other than the recent development on Frostbyte I’ve got no other news at this time. Stay tuned for more peeks into development in the coming weeks!
Graphics Update #1
So at long last FrostFire is getting a major graphics overhaul. I’ve been inspired by a couple of other indie games and I’ve decided to ditch the simple colors and move to something with shading. I’m also working on redoing the majority of all the level tilesets as well. You can compare these graphics with ones posted earlier on this blog and see a clear noticeable quality difference. In the programming department, things are going pretty good. I’m pondering on redoing the FrostByte level editor in C# but I’ve not decided in full yet. So far I’m liking sfml and it seems to provide a much easier and flexible code base to work with. Keep tuned for more updates! I feel I will be posting a lot of them in the coming months.
Nicolas at Anime Weekend Atlanta
Well, after a long fun weekend of rubbing elbows with some of the biggest nerds in the south at Anime weekend atlanta, I’m getting back into the the daily grind. FrostFire is hitting a bit of a self imposed hitch because of a new direction I may be taking with it’s programming. I’m looking to move everything over to C# and SFML to have something a bit more flexible than Game Maker. With this new move, I hope to possibly have the game put on steam(since I can actually use it’s API now…). Right now I’m just experimenting, but from the way things look, there’s a strong possibility I’m going to port it over just to get the game more exposure. I should be uploading some pics of AWA pretty soon so be on the lookout for them!
New Website
Codestar Games, formerly known as Studio Kaikimi, now has a new site! Well… I guess you noticed that since you’re here… but anywhoo. This is just a place holder site until I get the final site finished, but it serves its purpose for the time being.
In FrostFire related news, I’m still working diligently on getting you all a demo out. I’m working on a lot of the game mechanics and level design now, so look out for a demo possibly in the year. Like I’ve said in my previous posts, it’s well worth the wait. I’m going to give you all a superb demo to play with while i finish the game up, so be patient. Good things come to those who wait.
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Update of updates! hah…
Sorry for the lack of recent updates. Not really been all that much to report.
I’ve been working on scrapping my old lua scripting system in favor of a custom scripting language called FFScript. The principals are the same, it just helps me keep independent of code written by others. I’ve been working on some music for the game along with a little bit of concept art. Nothing worth making into official art, but just stuff that paints a better picture for me when I’m designing the worlds and scenes. I’ve redone the story for the beginning in the demo too, so more or less I’ve been working on a multitude of things to get myself ready for releasing a playable demo to you all. You all shall see the fruits of my labor soon enough.
Sample Sketch:
Long needed update…

Well, Now I’m finally adding in some scripting for npcs with the new lua engine and things are going pretty smoothly. I’m hoping to have the dialog engine complete in full by the end of this week. After all my dialog work is done though, just to test it out, I might just make a little cut scene, just to mess around with lua some more.After that’s done I’m going to start work on the inventory/menu system. that shouldn’t be much trouble after all my experience with working with sorting and storing arrays in the level editor. After that I’d say it’s onto working on more tiles/sprites.
On the level editor side of things, I’ve added in a feature to tile the tiles using the cursor to select an area to fill in with that specific tile.(think of the box tool in paint). This saves me loads of time, as i was just tiling one tile at a time before :I
Things are progressing along pretty smoothly it seems :3
Level editor beta 1

Well I am happy to announce that the FrostFire level editor is finally reached it’s first complete beta!
Any further changes to the level editor will be purely on an “add-on” basis.
You may be asking “What does this mean?”
It means I can finally move on to designing levels, spriting npcs, making background objects, and generally just umm… designing the game!
You can expect a lot of progress posts from this point forward, because it’s smoooooooth sailing now.




