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Showing posts from September, 2015

Girly game (more about ramps?)

So I've got yet another detour in my hobby coding.  While my son and I were working on Robo-Ninja, my daughter kept asking if she could help me design a game.  She had drawn some rough pictures and had some ideas about what it could be like, but we hadn't really done anything with it.

She asked again recently, so I thought it was time to humor her. She decided it would be a cute little game where she could walk around a neighborhood (in a 2-d side scroller, despite me trying to convince her that it should be a top-down game) to visit friends, and collect items.  Eventually we settled on the idea that she's trying to make a leaf collection for school, so she has to collect leaves.

Well, being a 2-d side scroller, and wanting to see if I can churn this out pretty quickly, I decided to reuse a bunch of the codebase from Robo-Ninja.

So with a few hours work, I was able to pull in a bunch of the main classes from Robo-Ninja, clean up a good bit of stuff, and have something work…


Well, turns out that was pretty easy. The new build with collectibles is now in the play store. With a new achievement if you collect all 16 of them.

(which means I had to play through the game yet again to test it. I'm getting pretty good at this silly game by now)

Collectibles in Beginner Mode

Well, it's time to open back up the IDE.

My friend Geoff brought something to my attention, which he's completely right about: In beginner mode, there's a bunch of dead-end passageways, with a yellow dot on the map implying there's something there. But there's nothing there.

Beginner mode, being a bit of an afterthought, doesn't have any of the slow-mo or checkpoint items. There's nothing to replace them, they're just gone. Which is weird and confusing.

I decided that an easy answer is to make them into simple collectible items. You find them, it says something like "you found collectible #3 of 16!"  And maybe have an achievement if you collect them all.  This makes the weird passageways make more sense, and adds a simple extra goal for beginner mode.

It should be pretty straightforward to add, we'll see how it goes.


Well, the release of Robo-Ninja went well. People are playing (and hopefully enjoying) it, so I'm happy as a clam!

I'm spending a little time now in my "free time" focusing on some outside consulting work, but hopefully I'll be back in gear to work hard on Anguna Atari soon!

Until then, I was recently thinking about how I ended up handling slopes/ramps in Robo-Ninja, and how my code ended up getting really messy after a few iterations. I decided (now that I'm finished) to do some research about how other people have implemented them, and ended up finding this awesome article that talks about the standard methods for handling the mechanics of platform games.

It's pretty awesome.