Hondenkat Engine - Validating and Sharing Levels

I'm in the process of swapping out some of the original Onion Knight artwork with some more generic artwork to release in the downloadable builds of the Hondenkat Engine Editor & Player. What these screenshots show (as well as video below) is how creating a custom level works and how you validate it.

Validating a level means you actual test it out and have a solution. If you try to share a level that hasn't been validated this way then you're still able to load it, but you don't get the "VALIDATED LEVEL" text or the "GOAL" text in the top-right.

If you're curious, this level's share code is:

If you copied and pasted that into the game, you would be able to play it! There's still a few loose ends to tie up in terms of artwork as well as coding some new behaviors for existing tiles. I'm hoping to have this soon.


Marvel Mighty Heroes Roster Checklist and Stats

Link to the Google Doc: Marvel Mighty Heroes Roster Checklist and Stats

This is a living document and will continue to change as I play the game. It's important to note that the game changes base and max stats as soon as a rarer costume is obtained, thus making the preservation of "base maximum stat" data difficult to obtain.

I'm hoping, at the very least, this document provides useful to some. The game is average, but I'm enjoying myself playing it. That's what matters, right?

If you have screenshots or images of when you get new characters for the first time, I'd love to see them. They always show the potential maximum stats of that character with that costume.

Hondenkat Engine - New Avatar and Crates

Spent some time the last few days to implement some new features. The most exciting piece was the new "crate" tile. The player is now able to push/kick these around like the crates in Sokoban. Getting the crate to render wasn't the hard part, it was figuring out how it would interact with things like the guards and other objects.

Ultimately I decided that you could basically block of a guard's movement with a crate. You could also trap them against a wall and ultimately squish them. Fun times ahead!


Hondenkat - Editor Mode

I've been working on the "editor mode" for the engine. This will allow players to create and load custom levels using the tile set built into the game!

One of the things I'm making sure to do is to add a "validated level" condition. What this means is once you test your level and make it the exit while collecting all three stars, you will be given a validated export code to share with your friends. When someone loads this they will know for certain that this level was actually completed in the number of steps listed.

I'm pretty excited as this is the second time I've ever worked on an "editor mode" for a game I've made. Both a feature and a tool!

Hondenkat - Z-Sorting / Z-Indexing

After releasing The Onion Knight this past weekend, I learned something about wrapping up the first game using the Hondenkat Engine. I did not like being constrained to using 64x64 sprites when dealing with the main character or moving entities (ex: guards). It made everything feel tiny. The main reason that simply making larger art didn't work is because of something called "z-sorting". This is basically figuring out the depth of which sprites are drawn.

When you just implement it at face value, you start to see sprites overlapping each other when they "shouldn't be". By shouldn't be I mean if a sprite is higher than the sprite below it, it should be behind it. But since these things are layered in order of when they're first rendered, it becomes a problem. It becomes a bigger problem when you have tons and tons of sprites trying to figure out where they should be on the z-index.

Fortunately, the Hondenkat Engine basically only cares about sprites that are on the main 9x9 grid. This allows me to employ the z-sorting forcibly. In this case, I simply render 9 sprites after everything else has been rendered. I know then that these 9 sprites will be the last 9 sprites created and will always be in the right layer order. The 9 sprites correspond to the y-position of the grid and I can assign the game sprites to the same z-index as the last 9 sprites I rendered based on their y-position.

So if I have sprites where their y-position is 3, then I will assign them all to the same z-index as the 3rd sprite I rendered at the end (those z-index sprites). That way they will always be in front of the y-position 2 sprites and behind the y-position 4 sprites. It works well because of the 9x9 grid makes sure that at any given moment I will have to apply this, at a maximum, to 82 sprites (9x9 + 1 player).

Is there a more eloquent solution? Very likely. For me? This is an example of "great usage of coding duct tape".

The Onion Knight Released

You can play the game here: Hondenkat Engine Website

Hondenkat - The Onion Knight

So I was able to get some time and start the skinning process for my first actual releasable game (small -- only 10 levels) using the Hondenkat Engine. It's going to be just in time for the start of the new Game of Thrones season!


Comic - Meets Expectations


Hondenkat - Startup and Polish

Thought I'd take some time to mess around with the game startup and polish portion of the engine. After moving away from the book theme, I decided the game board should drop in (missing little clouds of dust) and the rest of the UI afterwards. It's a lot cleaner and simpler. It will also make for an easier transition to web and mobile if the time ever comes.

Hondenkat - Collection Stuff

I was able to work on another of the side systems in the Hondenkat Engine. This one is related to the collectable items you can find while in the randomly generated map mode or wherever else you see fit. In the demo game I'm going to be adding some treasure entities that appear on the map that unlock specific collection items.

As you can see here this is all that needs to be added (not counting the frame in the collection movie clip) to add new items to the collection.