Some progress…

November 22, 2012

After a few slow days I picked up some steam tonight and I now have the 3 primary gameplay states in place: battle, platforming & dialog. The way they all interact is still a bit hacky, but it’s enough to start building on and polishing. I also am improving my touch handling with some swipe […]

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Slow going…

November 19, 2012

I’ve been taking a bit of downtime this month trying to rest a bit. Got some good coding in today though. Built the starting framework of a turn-based “RPG” battle system. It works pretty nice with a good text panel handling messages and callbacks. I also extended my game libraries to allow for State Switching. […]

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Distracted…

November 5, 2012

Was making good progress on the Roller Derby 20XX port. But as soon as I started on some UI work I lost interest. I probably need a few weeks of love on the project to get it to a shippable quality level. In the meantime I’ve jumped back to some of my Dialog/Conversation engine work […]

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And more…

October 22, 2012

Got a few hours of work done on the Starling/Nape port of Roller Derby 20xx this weekend. Added: score UI “turbo charge” UI and better logic hero “hit” logic enemy states: START, FLYIN, ACTIVE, DEAD I also moved the enemy textures to a single atlas which improved performance on the Nexus One. Goal for this […]

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It looks kinda like a game…

October 19, 2012

Finished added the other background layers, created a particle effect that fires every 25 points, oh yeah and started actually keeping track of points. Points also increase the pit size, and falling off the end of the world resets the level. This game is getting pretty functional. Lots of polish, feature work and code clean-up […]

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Lots of quick and noticeable changes

October 18, 2012

I spent tonight ticking off a bunch of less important boxes but just wanted to visually move the project to something more “game-like”. I added “parallax” clouds and a better coloured background. I’m also generating the platform “Pipes”. To save time and keep using the already existing sprite strip, I’m using my original TileBlock code […]

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Code code code… Profile

October 17, 2012

Tonights big wins: Selective colliding in Nape : I don’t want the enemies to collide with the hero, but I want to sense when the objects touch. I also want the enemies to fall through the floor when they die. I got all this working with 3 CbTypes and 2 InteractionFilters Enemies Die: And recycle […]

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