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 working for her. The biggest difference is that you can actually control the main character of this game, so I had to re-work the main character a good bit. Which also gave me a chance to redo a bunch of the code that had turned to spaghetti in Robo-Ninja.
Using the knowledge of the mistakes I made from Robo-Ninja, and some tips from that page I referred to in my last post, getting the collisions and movement, particularly on ramps, was quite a bit cleaner. It makes me pretty embarrassed to compare with my Robo-Ninja ramp code, really.
Anyway, the game currently lets you run and jump around. Time to add a little bit of fluff (items, characters to talk to), and it will be half done already. (yeah right, these things always take WAY longer than I'd ever estimate!)
Stanguna is still in my brain, even though I haven't done much with it lately. Someday soon, hopefully....
I started by blogging the process of porting my homebrew game Anguna from the Gameboy Advance to the Nintendo DS. Now, my random thoughts on development and chronicling whatever hobby project catches my fancy.
Sunday, September 20, 2015
Saturday, September 12, 2015
Collectibles
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)
(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)
Thursday, September 10, 2015
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.
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.
Wednesday, September 9, 2015
Ramps
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.
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.
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