— Poems About Games (@PoemsAboutGames) October 20, 2014
Making a lot of small games, and only thinking about making it work and not on optimization and correct structures, have made a lot of old problems vanish. 🙂 For instance, months back I spend days on a small problem with a character and detecting when he was on a ladder, it ended with me shelving the project.. It should have been soooo simple, but my character was made up of 3 colliders, and they where animated, so using OnTriggerEnter2d didn’t work as I got an “enter” on one collider and another “enter” for the next and so on, and the same when one collider would “exit” the ladder collider. But now doing other small projects and optimization isn’t in focus, I wanted to revisit it, and as clear as it should have been back months ago, the solution was clear. 🙂 Just make a child GameObject add a small collider on a layer that only interacts with ladders and a small script detection OnTriggerEnter/Exit2d and send the information to the parent script. I haven’t tested it yet, but can’t see why it shouldn’t work 🙂
The #30daydev have already given me so much, and I’m only halfway there. 🙂 I’ll keep learning..
Now, go make games! 😉
It’s an old turn based racing game we used to play on paper when I was a kid.
You have to select one of 8 possible moves, the next move will start by moving the same amount as you did last move.
So if you moved 1 step forward as your first move, the next 8 possible moves will be around 1 step forward from your current position.
The hard part is trying to gain maximum speed and to remember to brake in do time. 70% of the time you gain to much speed and won’t be able to turn in time. BOOM!
Again it took waaay to long to develop. This time caused by a small oversight on my part that took hours to find I missed some coliders/layer in my raycast
Now it’s time for ZZzzzzzzzz………
Now, go make games!
I added a sencitivity slider to adjust the needed sound volumen to move, so you don’t really have to yell at the game.
The game only works if you allow it to use the default microphone of your computer, so if you don’t want to, then sorry you won’t be able to play.
Have fun yelling at gamejolt
Now, go make games!
Ok, so I entered my first Ludum Dare, with expectations set high. When the theme was announced (3 am here in Denmartk) I was a bit disappointed.. It was the one theme I really didn’t like “Connected Worlds”. I wanted “Potato Salat” I wanted to make a game with a potato running from forks and knifes, NOT to become part of the “Potato Salat”.
I had to think of something? Sleeping until 7 and didn’t help, food and a shower.. Now an idea started to form. The void ship from the Dr. Who series and the hunt for the Maquis from Star Trek, void ship = between worlds, hunt for the Maquis = turbulent and violent space.. hmmm. To the blackboard, and draw 3D, draw 2.5D, ok then 2d.. Couldn’t figure out how I wanted the game to look, as I would like to do it in 2d (haven’t done 3d since unity came out with their 2d support), I just couldn’t squash the 3D into 2D.
Remembering that I only had 48 hours and 5 was gone sleeping, eating and showering already. I had to keep it simple. So why not having two universes, one on top of the screen and one on the bottom, and having to fight invaders from the other universe. So I set out to do so.
What I have ended up with is almost that. Only change is that the enemy ships are wormhole generators that you have to shoot down before they can open a wormhole, and there by destroying the other universe (I have allowed myself some freedoms as I do not know how wormhole from a universe with other lawn of nature would impact our universe or it’s even possible).
Learned a lot, especially not to optimize as much as I do. I have done some things where I thought, this will be slow, but it’s micro seconds, so doesn’t matter. Ended up with at most 10 draw calls which is nothing. 🙂 Now I have uploaded the PC version and the web version to Ludum Dare I don’t really wan’t to work on it any more, I’m mentally tired and just want to relax and not think about “Join Us!” anymore, for now…
It’s been fun and amazing to see how much you can do, when you don’t focus on having to deliver something amazing and super polished, but just a game someone would enjoy 😀 So hope you will play it, enjoy it, and rate it on Ludum Dare.
Now, go make games 😉
As every blog I have ever read, from time to time there happens a lot in the bloggers life, and updates test pushed into the back of the tasks list. Life!
Since the last blog post, I have published my small racing game Strazer to Google Play store.
After updating the graphics, I’m pretty happy with it. It wasn’t meant to be a AAA game 😉
After that I worked for a few weeks on a game about depression, but there was a bug in Unity (OnTriggerEnter2D) that kept giving me problems, so I put it on hold. The bug was fixed in the Unity 4.5 release, so maybe I’ll go back to that again… Later.
And the there are a lot of small POC as always 🙂
Save ’em all:
All small POC that I might go back and work on in the future.
At the moment I’m working on a game for two friends, one want me to make a zombie game, and the other a platformer, so it is going to be a zombie platformer game 🙂
This is the melee attack of the zombie. It still is missing shadows and highlights.
So have done a lot, just haven’t blogged about it. I’ve started using twitter a lot more, I like the positive atmosphere and the nice people always there to help.
Have a great day, now go make games! 😉
Finally I did it. I published a game… 😀 I know it’s not a master peace, at all, but I wanted to try to see what it took, and it was kind of easy. 🙂
A couble of pointers:
Download “Beach Fun Seagull Hunt” at Google Play.
Now! Go make games 🙂
First thanks to the few who has taken the time to test my game, and for the feedback 🙂 THANKS.
I’ve changed a few things, and some things I really don’t get why is happening.
Well that’s about it for a couple of days testing 🙂 Thanks again to all the testers and the people helping to spread the game.
The newest version of the game can always be found in the bottom of the post Seagull Hunt.
Now go make games! 😉
A lot is and has happened over the last months, and not much time have been spend on game development. But I have been working on a small android game from time to time.
It’s a small frustrating game, where you are to keep the beach ball in the air and make it hit the seagulls by hitting the beach ball with wather from a super soaker.
Here is what I started out with, and what I ended up with so far.
Started out with a ball on a screen. Had no idea what the game should be about.. Didn’t even know it would become a game.
Then made the ball fall under the influence of gravity, and added a small static cannon capable of shooting small red balls.
Added colliders to the balls, so the red balls could hit the red ball and then, to make a bit of a game out of it, I added some spikes, that killed the yellow ball on impact.
Added some graphics, and changed the mail ball to a beach ball.
At this time I did my small crap animation project, so of cause that was added to the project. I also did the super soaker graphics while trying out different vector based drawing programs and that was added as well.
The red balls was replaced by a water ball/splash texture.
Added a basic score, so each time you hit the beach ball with a ball of water you got a point, and game when the beach ball hit the sand.
I got the idea to add something to hit instead of just having to hit the beach ball, which was to easy.
I wanted to have a really fast game over to new game cycle, so all I wanted was a single start button in the middle of the screen. At first I would have liked to be able to share scores on Facebook, but as I haven’t gotten it to work 100% I discarded it for now. Maybe in a later version.
Just changed some of the background graphics, and added best score to the score display.
Added sand to the beach.
Completely new graphics, made by a nice fellow that I’m teaching to program, and in exchange his making me some pleasant graphics 🙂
New button and font added, that matches the rest of the theme better. The basic font is called Floraless and is made by Daniel Gauthier.
Small but very visual change, I made the score use the new font, by having a bitmap for each number and one for the slash, and then added code to convert the string into an array of the correct sprites.
The last change was the graphics for the crab that now looks a lot more organic and less flat. 🙂
The two thing keeping me from uploading it to the android store is the seagull- and the crap-animation. I will work on the crap animation as soon as everything thats happening in my life right now, settles down a bit.
If you want to try the current (Android only) version of “Beach Fun Seagull Hunt” just click the link below.
Old version April 9th : md5 : aad8aee9879d29ad0e8bf32cc451b097 *Beach-Fun-Seagull-Hunt.apkNew version April 12th : md5 : 5f145660cae4dab6d5c4fea869403f36 *Beach-Fun-Seagull-Hunt.apk
Now go make games! 😉
So I want to try to make my crab animation using Spriter so, first I cut out all the different parts from my Inkscape image. I did leave out all but one leg, as I should be able to scale and rotate in Spriter to make all the legs, from one set of leg sprites 🙂 So here are the cutouts.
I saved them all in a sub-directory in the directory I’m going to use for the Spriter project. Spriter looks to be using the same project directory structure as Unity.
I have now assembled the crab within Spriter. I know Spriter is a work in progress, but some simple features I found missing was, copy of multiple objects within the scene. I have 3 left legs, that looks a lot like the 3 right legs. Would have loved to be able to just copy them all in one go, and mirror them. Probably just me not know how. And moving objects in the Z-order windows was a drag, no pun, intended, but it wasn’t possible to select all the leg parts and drag them all at once, and as I had to drag them all all the way to the bottom, it was not optimal. It should be possible to hold ctrl+up/down to move them up and down in the list, but it didn’t work (found out, it does work, the window just isn’t updating). Well it was still easy to set up my crab.
Looks almost like the original. Almost.. 🙂 But again, this is just a cold run, to show how easy Spriter is to learn and use.
To add the skeleton I did have to look at a tutorial, not that it’s hard to do, I just couldn’t find out how to add a single bone.. Found out, you have to hold down the Alt key, after watching the video.. How should I know 😉
I followed this video:
Once again they have made everything SO easy. 🙂 But did had a few problems. This time it was selecting the small legs when assigning the sprites to the bones, but I did find out that I could assign sprites to bones in the Hierarchy window. 🙂 Maybe I have used too small sprites or there are some setup somewhere I don’t know of, but it worked and now I can animate… Don’t expect to much 😉
And that’s it 🙂 An animated crab in a bit over an hour 😀 I already know where to use it.
There where a few glitches throughout the Spriter experience, but nothing compared with the frustration of trying to work with Synfig. When exporting the animation to PNG’s some of the images had the previous frames in the background. Something that I’m sure will be fixed in future versions.
That was my first experience with Spriter, and I still like it a lot! 🙂 It’s so easy to use. There are a lot of things that could be done better and small bugs, but $25 i cheap for a tool so powerful.
Features I would like to have include curves in the animation/key frame window, being able to drag multiple objects in the z-ordering windows, spritesheet output and that’s about it.
Go buy Spriter, NOW! 😉 And then, go make games 😉