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Axe Eel Games is not a corporation or a big
fancy team, I'm just a single developer who
loves to create and develop new ideas.
My name is Alex, and I live
in Northern Italy.
I started with robotics and
electronics, then I migrated to the software
side, aiming to develop "good old games" as we
miss in these days.
You may notice in some of my game ideas that
I still like robotics. I like aircraft that
you can transform and customize. You'll see
some of that in the customizations of your
aircrafts.
I finally
implemented in game some props made with Howler!
Here's the first screenshot of the creature!
(click the image for full size
original HD view)
I only
recently started using PD Howler 9.6, which
I got through Steam.
I am using it more and more to create some
of the content, such as the foliage for the
underwater plants, and corals.
Howler is now definitely in my
game development toolbox! In the future
I'll add more things done with Howler, mostly
foliage, particles etc. Another thing I'll try
will be to use the terrain generator from the 3D
Designer filter to get inspiration and sketch
over it to make more arena maps.
An experiment I'm looking forward to do is to
use the foliage editor and convert the output in
BW and make some canyons with it.
I now have corals already
in game and working well. Here you can see them
clearly.
The game engine that I use
is based on the MIT licensed engine Torque3D,
which I have heavily modified (but I can confirm
that the foliage workflow with Howler works on
the generic Torque3D engine too!)
My procedure to create a coral is very simple:
I made a custom foliage
brush.
then I enabled the
"useAlpha" and stored/added alpha on each
stroke
then exported the final
result as PNG.
Later I created a
texture atlas with the foliage I had created
in Howler and I imported it in the engine as
"GroundCover", mapped the UVs and it was
ready to go!
The result looks very nice
and it takes very little time!
If you're interested in seeing updates to my
games, follow the news on my Twitter feed: