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Showing posts from June, 2014

Oops I forgot the double jump

So tonight I was happily finishing up a level, and getting ready to start on the next, and checking my paper map that I sketched out about a year ago, when I realized I made a mistake. The map is completely missing the Double-Jump item. Yes, it's required, but no, there's nowhere to find it.

I need to now rethink a little bit of my map design to figure out where that's going to fit.

On a completely unrelated note, today I added flame shooters. What's a 2d side-scrolling game without flame shooters? (And as my office-mate Tim said "clearly it wasn't hard enough already, you needed to add something else to kill you")


Tweaking consumable items

The work for the past couple nights has been redoing how consumable items work. Like I mentioned before, the problem was that players would likely just stockpile their slow-mo and checkpoint items, saving them for the "who-knows-what" later in the game. I needed a way to encourage players to use them, but not overuse them.
The solution I decided on: every time you pick up a consumable powerup, it adds 1 to your max that you can carry of that item. Whenever you use one, a progress bar VERY SLOWLY starts filling, and when it finishes, you gain back 1 of that item. I can easily tweak the amount of time it takes to regenerate your items, to play with making the items more or less precious. Currently, it's set at 5 minutes of real game time, which feels about right to me as a first pass, but we'll see.

This was one of those changes that was surprisingly easy. I had to track a few more pieces of overall game state (max # of an item, and how far along the regeneration counte…

Ugh

So I spent about an hour tonight trying to get everything working for my factory/industrial zone. But the ramp tiles just wouldn't work properly.

Until an hour later, when I figured out that the new method I was using to identify and mark my ramp tiles was 1-indexed instead of 0-indexed, so I was off by 1 tile.

Ugh.

iOS & RoboVM

Well, thanks to my office-mate Tim, I have an old nearly-useless iphone 3g that I decided to see if I could get Robo-Ninja running on. LibGDX can build to iOS using RoboVM, so as much as I doubted it would work, it sounded fun to try. (RoboVM is a tool for compiling java code down to iOS native code, the similarity in naming is purely coincidental)

Step 1, since I'm not interested in paying Apple a $100 yearly subscription to run my code, was to jailbreak the phone. That was painful enough, searching for information and jailbreak files for a phone that old. Piles of broken links and outdated information.

Then I had to borrow a Mac laptop, since it will only build on a Mac. I installed RoboVM and all the necessary tools, and relatively quickly got Robo-Ninja running in the iOS simulator. It was a little slow, but it was Robo-Ninja!

The next hurdle was figuring out to build the ipa file (the iOS app package file, equivalent to the apk files in Android) without actually signing it wi…

Oops I did it again

Just I did with ramps, I suddenly decided I needed a new gameplay element that throws off my previous design. This, kids, is why you actually plan things out.

This time it was moving platforms. You know, like many games have, a platform that moves up and down or side to side. Nothing revolutionary here. Although my design, for convenience, originally assumed that everything was on a strict grid. So I took some shortcuts by, for example, snapping your character to the grid when he was standing on a platform. And I also got to assume that the gridded static map tiles were the only things that the main character could collide with for "wall" collisions.


Suddenly these moving platforms could cause collisions at any point, not just on the exact grid lines. And the platforms aren't part of my tile map -- they're actually set up as "enemies".  So I had to go back and update my collision code to allow it to both function off the strict grid, as well as to provide a…