Published!
Redshift is now available for 80 Points in the
Xbox LIVE Marketplace!
Redshift: Progress
Redshift has been in limbo for a while, but progress is resuming. Except for the tutorial, I'm switching from scripted levels to dynamically generated levels. Once the level generation is refined, the bullet patterns will be much more sophisticated - and varied - than the one in the screenshot on the right.
These screenshots are from running on PC at 960x720; the art assets are optimized for 720p, but the game scales the assets and shifts the UI position to accomodate all resolutions, widescreen or otherwise.
@font-face
Just added the Tempesta Seven font (by
Yusuke Kamiyamane, who made it available for free). I used the CSS3 @font-face property, and left the original font choices in as fallback. A quick test shows it works in the latest Firefox, IE, Opera and Chrome. The CSS validator at w3.org is set for 2.1, so it'll be complaining about that for a while, though.
One annoyance about @font-face is that I needed to set up .htaccess for it to work well. If I don't have a far-future expires header for font files, most browsers get a jarring flash of fallback fonts (or invisible text) before it swithces to a freshly (and pointlessly) downloaded copy of the font - for every single page load. This is, unfortunately, normal for the first load, though.
The website is...up
It's not the most colorful or flashy site, but I'm fond of fact that the basic layout (HTML, CSS, header/footer images) can be measured in kilobytes. It's more economical for me to eschew big(ger) files and PHP conveniences.
Check out the other pages on the navigation up top for more information.