Glow Weblog Archive
This page lists all images ever published in the original developers weblog for version 1.666 of the »Black Chronos« game »Glow«. I compiled this list in 2016 and decided to release all images shown here under CC-BY-SA. The author you should credit is the game developer studio »Black Chronos«.
Changelog 27. Juni 2011 (2011-06-28)
This screenshot shows the fullscreen splatter effect that appears for a brief second when the player character Stevie Speed is hurt. I changed the effect here so it now covers the edges of the screen instead of the center.
Bilder aus dem Testlabor (2011-02-01)
Demoing some new art assets and tiles in a very small test level.
Changelog 4. Januar 2011 (2011-01-05)
Der Reiz an Glow (2010-12-12)
Demoing some new art assets in-game.
Demoing a new metal tile set.
Glow Swarm Maker Tutorial (2010-10-11)
Die Innereien des Blitzzaubers (2010-05-20)
I fixed the pixel mask of the thunderbolt magic spell. Before the yellow area was able to hurt enemies, and often kill them in one hit. Now only the red area hurts.
I used a custom render pipeline and ImageMagick to compile a 50 megapixel screenshot of the largest level in the demo. The version you can download here is downscaled to 50 %, resulting in 5120 × 2560 pixels in 2.3 MB.
Glow Preview released (2009-12-21)
Glow 3D (2009-11-20)
I played around with the perspective in our Direct3D engine.
Text appears when reading a sign. Here I'm using this feature to turn our demo playbacks into actual tutorials.
Blick ins Changelog (2009-11-08)
Collision (white), attack (red) as well as optical (blue) and acoustical (green) visibility ranges of our enemies, as shown in the editor.
Einführung ins Triggersystem (2009-10-13)
When Stevie hits an (invisible) radius trigger, an enemy will spawn right behind him.
Feuer unterm Hintern (2009-08-25)
Comparison of the fireball effect in 2006 and 2009.
Demoing new slopes for the red stones tile set.
Dein Ziel (2009-06-22)
Sven rendered a hero image of Stevie Speeds girlfriend Carmen Cobra.
Tilemaker-Tool veröffentlicht (2009-06-19)
Vorspann Vorschau (2009-06-01)
Sven created en entirely new image for the intro.
Vorstellung neuer Grafiken (2009-05-30)
Texte auf Schildern (2009-04-11)
I added objects that are able to show text right in the level instead of in the UI.
Höllische Fehlfarben (2009-04-05)
Der Schlüssel zum Erfolg (2009-02-22)
Die ersten Engine-Schritte (2009-02-15)
Hallo Hurrican (2009-02-08)
I changed the background layer shading from a per-tile to a per-vertex mode.
Die ersten Szenen (2009-02-01)
Some of the earliest Photoshop sketches of how the game might look like.
Der ultimative Highscore (2009-01-30)
When uninitialized memory is shown as an end-of-the-level statistics screen.
Neues vom Editor (2009-01-10)
Der erste Stevie (2009-01-04)
The very first sketch for the player character Stevie Speed.
Pixelkoordinaten in DirectX (2009-01-02)
I finally fixed a (famous) of-by-half-a-pixel error in the Direct3D render pipeline.
Wenn man es mit dem Glühen übertreibt (2008-12-05)
While playing around with blending modes I set the entire engine to use additive blending.
Ist da noch jemand? (2008-09-28)
Introducing the brand new shading option for the background tile layer.
Das Innenleben von Stevie Speed (2008-08-30)
How our player character is constructed from pre-rendered 2D sprites.
Große Planungen (2008-08-04)
Comparison of a star particle effect with solid and additive blending.
Action is nix, ohne FX (2008-07-13)
Diagram showing the most used screen resolutions in 2008.
Wie verletzt man einen Gegner? (2008-06-26)
Enemies are now flashing red when they are hit.
Glow wird Freeware (2008-06-23)
Other assorted images
We spend way to much time discussing this image. Well, it's shown every time a quick save is loaded or the level changes, but is it worth arguing about it? I love the lightning in this composition and that it appears like Stevie is creating the word »loading« with a magic spell out of thin air.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.