Entries in game development (344)
The ice lands look like you're on the moon.
I had an hour or so to mess with the layout for my word game. I originally trying to illustrate locations in each node, but it was proving to be too difficult and ugly. Just couldn't get it to lok right. Then the thought dawned on me that an individual quest would be focused on one location so I could I just illustrate something larger in the back.
I've decided on doing a black and white theme too. I'll probably do 10 locations to start.
Friday, November 27, 2015 at 7:36AM
I decided it would be fun to figure out how to make my own. After getting some time to mess around in an incredibly inefficient way, the game can take in a x by x grid and draw a path of y nodes to fill in with a word of z length. So in this case, I have a 3x3 grid to fill in with 9 nodes (that's the 3x3) of 8 length.
Now that I have the game logic down, it's time to dress it up! I have sketches I need to upload. The plan is to have each node become an area (ice land, volcano, dark forest, etc.) that you are traversing to complete the quest. We'll see how that goes.
Sunday, November 22, 2015 at 9:27PM
I claimed I could easily mimic such an app where bubbles get generated and pop when tapped. I spent part of my lunch cobbling it together and now you, friends, can also share in this visceral experience on your Android device.
Download: Dropbox Link (APK File)
Monday, November 16, 2015 at 1:17PM
You can download the .UPS patch file here: Dropbox.
It'll stay up until Dropbox tells me to "cut it out".
In order to establish this type of game, I needed to implement the ability to run a dialogue script. A dialogue script, in this instance, is simply an array that a player progresses through as it unfolds on the screen with two profile pictures and some text.
The structure of each dialogue element is basically: entity name, entity dialogue, frame to show on the left, who is talking (left or right), frame to show on the right. The importance of "who is talking" dims the non-active entity. The game takes a 2D array of all of these dialogue elements and just plays them out in order. Once it reaches the end, the overlay is closed.
You'll also notice on the top of the screen is a status bar. I'll probably use this for adventure specific elements, like the number of keys you have or found inventory items.
I'm thinking the next game will use Ritz the Robot from Robot in the City (a comic I did a long time ago). He needs some attention.
Play it Online: Happy Friends Museum
Download on Android: Google Play Store
Keep your eyes peeled for the release next week!
The cool coding thing I was able to take care of today was being able to use the same four tile IDs and then based on specific conditions have them warp the player to different maps via code. Specifics: I used to just add new IDs and it got pretty messy. Now the four tile IDs (those green apple mats with arrows) will take you to different maps based on the current location, tile ID, xPos, and yPos of the tile. So even if it's the same xPos and yPos, for example, the current location will be different and that "up arrow", for example, will send you to the correct map.
I'm just about to the point where it's a bunch of pixel art left and that's exciting.