I don't know if tomorrow I will have time to write something because of last corrections. Results will be announced on 3rd June, I have good feelings because it is my birthday, so keep your fingers crossed.
Saturday, May 29, 2010
"Impossible is nothing" 9 : 2
I decide not to show everything in here - it has to be a little mysterious and something must motivate you to play when the game will be finished:). What I want to say & show today, two days before the deadline, is very simple table based map editor I write in about 200LOC with simple DOM manipulation using 24 sewers tiles placed in one png file. It is easy and not so annoying to use, just watch the video below. Second part shows early location exiting/entering (it is already changed), Zombies AI, and better than yesterday connected map tiles.
I don't know if tomorrow I will have time to write something because of last corrections. Results will be announced on 3rd June, I have good feelings because it is my birthday, so keep your fingers crossed.
I don't know if tomorrow I will have time to write something because of last corrections. Results will be announced on 3rd June, I have good feelings because it is my birthday, so keep your fingers crossed.
Friday, May 28, 2010
"Impossible is nothing" 8 : 3
IAs I promised before, here is the simple few seconds long video with basic gameplay on uncut scenery tiles. I want to focus now on mechanics, not visual details (I will improve it tomorrow or during the day after).
There is no interaction with Zombies and no Survivors for now, that is my job for the next days.
There is no interaction with Zombies and no Survivors for now, that is my job for the next days.
Thursday, May 27, 2010
"Impossible is nothing", first week off, 4 more days.
Today I improved frame rate detection using Scott Porter's Gamelib javascript library, modified by Brent Silby. Now it keeps constant number of frames on each device, I don't have to calibrate engine when I want test it on Nokia's, and i gained beautiful loading screen for introductory splash graphics. I will write something more about the library later.
I also fix few bugs, change sprites for that prepared by Kuba and start to think about particular missions. Unfortunately because of deadline getting closer every second, we decide to make only 2-3 different 'levels' with 5-6 missions each. It seems to be enough for 10-days-created game:). Last but not least for today - meet our survivors:
I also fix few bugs, change sprites for that prepared by Kuba and start to think about particular missions. Unfortunately because of deadline getting closer every second, we decide to make only 2-3 different 'levels' with 5-6 missions each. It seems to be enough for 10-days-created game:). Last but not least for today - meet our survivors:
Wednesday, May 26, 2010
"Impossible is nothing" 6th day - after the half-way point
Okay, we have now only 5 more days to deadline so without unnecessary words let me introduce Mr. & Mrs. Zombie as a first gamesprites created by Kuba:
No more pandas:). Tomorrow I will try to record screencast from my emulator to show some gameplay details.
And continuing saint war between Flash-lovers and JavaScript developers - Thoughts on Flash directly from the Apple.
No more pandas:). Tomorrow I will try to record screencast from my emulator to show some gameplay details.
And continuing saint war between Flash-lovers and JavaScript developers - Thoughts on Flash directly from the Apple.
Tuesday, May 25, 2010
"Impossible is nothing" 5th day - six to go.
Today I expand features of my Map editor. It's now ready for multiple type tiles and 'special' cells (like that which are teleporting you to given place when you stand on it).
As I planned I also add first enemies - for now colorful pandas instead of zombies. I gave them simple AI using which they will moving in the player's direction.
I also change my plans about placing enemies and items on the map. I have no time for that. Maps will be designed using map editor, but all element like zombies, pellets and other items will be placed using random techniques (and it will change every time you get out and get back to the screen - I think that makes game more interesting and 'a little bit frightening' - you never know what is around the corner). Check first 15 screens of game world in the editor's mode preview with one screen pasted directly from the game:
And yes, I have changed tiles from simple red/yellow because they 'irritated' my eyes:), but this is still not target graphics.
As I planned I also add first enemies - for now colorful pandas instead of zombies. I gave them simple AI using which they will moving in the player's direction.
I also change my plans about placing enemies and items on the map. I have no time for that. Maps will be designed using map editor, but all element like zombies, pellets and other items will be placed using random techniques (and it will change every time you get out and get back to the screen - I think that makes game more interesting and 'a little bit frightening' - you never know what is around the corner). Check first 15 screens of game world in the editor's mode preview with one screen pasted directly from the game:
And yes, I have changed tiles from simple red/yellow because they 'irritated' my eyes:), but this is still not target graphics.
Monday, May 24, 2010
"Impossible is nothing" 4th day, Only a week more.
After first tests on mobile device my game seems to work. I've done basic logic such as displaying player, simple map (with locations and moving between them) and player control - with collisions with the environment. Tomorrow i will work on enemies (finally, ZOMBIES!) and survivors. I want to finish engine in next two days and use rest of the time to build world, expanded with many locations and put final graphics on. I already found graphic designer with enough free time in that week to make some sprites and tiles - meet Kuba from HighColors. And meet first Zombie I've ever seen - 1st location guy from Resident Evil (it was 1996 on PSX)
And one technical aspect of designing tileset-based map movement. Let us consider map created from simple array with '0' as road and '1' in the role of wall, e.g.
With yellow fields as roads, red walls & dark blue dot as sprite's 0,0. We can see that 0 point of the sprite is on the road but the sprite itself is traveling on the wall. So I got the idea of adding one more point to that, i call it x2, like that:
And because of kind of isometric (or oblique) view I use ('will use', because it's hard to say about perspective if i have only semi-colored squares as background), i don't have to introduce additional point in Y-s. It looks good when character is standing in front of the wall like on screen below (like in the old Pokemon games for gameboy).
Ok, I will return to developing now, because, paraphrasing George Bernard Shaw (I don't really remember how it was originally), "Able is creating, unable is teaching" , and I always find writing blogs as a kind of teaching:).
And one technical aspect of designing tileset-based map movement. Let us consider map created from simple array with '0' as road and '1' in the role of wall, e.g.
Movement and collision detection are easy if we want our character just 'jump' from one cell to another. We need then simply calculate if destination tile is not '1'type (wall).
map[0] = [];
map[0].push([0, 0, 1, 0, 0, 0, 0]); //0
map[0].push([0, 0, 1, 0, 0, 0, 0]);
map[0].push([0, 0, 1, 0, 1, 1, 0]); //2
map[0].push([0, 0, 0, 0, 0, 0, 0]);
map[0].push([0, 0, 1, 0, 1, 0, 0]); //4
map[0].push([0, 0, 1, 0, 1, 0, 0]);
map[0].push([1, 1, 1, 0, 1, 0, 0]); //6
map[0].push([0, 0, 0, 0, 1, 0, 0]);
map[0].push([1, 1, 1, 1, 1, 1, 1]); //8
map[0].push([0, 0, 0, 0, 0, 0, 0]);
It gets complicated when we want it to take smaller steps, what is necessary if we want animation. For example our player moves 9px each step in 50px big tile. Because DOM coords are calculated from top-left corner, we can observe case in which our character is moving 'on the wall', like that:
var x = (player.xPosition/tileSize) + deltaX,
//if we move along X axis deltaX is 1 or -1 and deltaY is 0
y = (player.yPosition/tileSize) + deltaY;
//and vice versa in here
if (map[actualMapIndex][y][x] !== 1) {
//move player
} else {
displayFunnyWallHitAnimation();
}
With yellow fields as roads, red walls & dark blue dot as sprite's 0,0. We can see that 0 point of the sprite is on the road but the sprite itself is traveling on the wall. So I got the idea of adding one more point to that, i call it x2, like that:
I add 1/5 size of the tile to the 0.0 point, and 4/5 for another one. It's because my sprite has a little free, transparent space from each size. In practice it looks like that:
var x = ((player.xPosition+tileSize*0.2)/tileSize) + deltaX,
x2 = ((player.xPosition+tileSize*0.8)/tileSize) + deltaX
y = (player.yPosition / tileSize) + deltaY;
if (map[actualMapIndex][y][x] !== 1 && map[actualMapIndex][y][x2] !== 1) {
//move player
} else {
displayFunnyWallHitAnimation();
}
And because of kind of isometric (or oblique) view I use ('will use', because it's hard to say about perspective if i have only semi-colored squares as background), i don't have to introduce additional point in Y-s. It looks good when character is standing in front of the wall like on screen below (like in the old Pokemon games for gameboy).
Ok, I will return to developing now, because, paraphrasing George Bernard Shaw (I don't really remember how it was originally), "Able is creating, unable is teaching" , and I always find writing blogs as a kind of teaching:).
Sunday, May 23, 2010
"Impossible is nothing" 3rd day, only 8 more
Ok, finally I have an idea. Thanks to Squidi's so-called GameDocs, PacMan's birthday the day before yesterday and my true zombie-love I have a plan. I decide to design everything for Nokia 5800 XpressMusic (with 360x640 resolution) with very simple reason - that is one my neighbor have so I can test my game on it.
I use simple map editor I write before, initially for my first FaceBook Snake (where I finally never use it), used later in Eastern Compo Game. I made 7x10 map of 50px height tiles, what gives me up to 90px on the bottom of the screen for navigation panel (coz that device had no keys). Now I have to find someone who can make me some graphic.
I use simple map editor I write before, initially for my first FaceBook Snake (where I finally never use it), used later in Eastern Compo Game. I made 7x10 map of 50px height tiles, what gives me up to 90px on the bottom of the screen for navigation panel (coz that device had no keys). Now I have to find someone who can make me some graphic.
Saturday, May 22, 2010
"Impossible is nothing" 2nd day - 9 days left
To create any game, you need:
As I wrote in previous post, I have no skills in mobile dev, no idea for any interesting app, and I'm run out of time. What I have today are tools.
All night long i read mostly everything in the web about creating mobile widgets in web technologies. It wasn't so easy because Nokia's site is one big mess with everything upside-down. I download tons of stuff from there (really, it is almost 10GB, with most annoying thing ever - Symbian Emulator which is 4GB big and you have to reinstall it every time you want to clear all preferences. Fortunately Aptana has additional plugin with browser-based Nokia device emulator too), install everything they asked me to, read and tried to understand every "Getting started" and "Hello World!" tutorials, and not sleep at all.
Finally, I can proudly say that it is working. First photo of some pre-prototype game-like application running on Nokia's device (I don't even have one, thank one more time to Owca for help).
- idea
- skills
- time
- tools
- and resources
As I wrote in previous post, I have no skills in mobile dev, no idea for any interesting app, and I'm run out of time. What I have today are tools.
All night long i read mostly everything in the web about creating mobile widgets in web technologies. It wasn't so easy because Nokia's site is one big mess with everything upside-down. I download tons of stuff from there (really, it is almost 10GB, with most annoying thing ever - Symbian Emulator which is 4GB big and you have to reinstall it every time you want to clear all preferences. Fortunately Aptana has additional plugin with browser-based Nokia device emulator too), install everything they asked me to, read and tried to understand every "Getting started" and "Hello World!" tutorials, and not sleep at all.
Finally, I can proudly say that it is working. First photo of some pre-prototype game-like application running on Nokia's device (I don't even have one, thank one more time to Owca for help).
Friday, May 21, 2010
"Impossible is nothing" 1st day - 10 days left
Ok, I give up with J2ME. My mate Jakub a.k.a Owca had an idea of cool J2me application inspired by alcoholic blackouts, with very strong chance to win ODC, but unfortunately Blue-tooth implementation for our needs was to difficult to overcome. Now we have 10 more days (challenge ends 31 May, at 15:00 Central European Time), no experience or even skills in mobile development for Nokias, no idea of any awesome app that could win, and no money to drink from grief.
But there is a little light at the end of the tunnel. According to Nokia Forum there is some way to write mobile applications using Web Technologies, such as HTML/CSS and our favorite JavaScript. I have to get familiar with that. We'll see what will happen.
But there is a little light at the end of the tunnel. According to Nokia Forum there is some way to write mobile applications using Web Technologies, such as HTML/CSS and our favorite JavaScript. I have to get familiar with that. We'll see what will happen.
Thursday, May 13, 2010
Mobile applications
Best proof that it's time for develop something for mobile devices is that in new Photoshop option 'Save for Web...' changed into 'Save for Web & Devices...'. That's why in my free time I'm working on social-like fun and nice application for Ovi Dev Challenge. I have almost two weeks, I have to speed up a little. Wish me luck & keep your fingers crossed:).
Wednesday, May 5, 2010
Simple puzzle game
Internet is full of different programming frameworks. Nowadays you don't have to learn new language, you only need to know any friendly and easy to use framework and you can start your adventure with code.
I don't like that. I can't 'feel' the code when I use frameworks for everything. I got a feeling that it's no more mine - I just 'press a magic button' and some hard to understand and explain things happen. For sure - it's not serious to code huge project in pure code. But if it's your first contact with new programming language - try to explore it on your own. Try to understand what it's all about. And then feel free to use whatever you want - it's ok if you understand more or less what happens behind the scenes.
Today was my first serious attempt to create js game using something different than pure JavaScript. I choose jQuery because I made before a few projects using it. And here it is, a simple puzzle game like almost 10years old Clix. In few words, quoting www.javascriptgaming.com:
When you click a block (...) it and all neighbours that are the same color disappear. Gravity makes the blocks above fall down, creating new opportunities.
If a column is completely cleared, the remaining columns are moved closer together. When (...) the screen is all clear, the game is over. Points are awarded for clearing groups of blocks, the more blocks you remove in one click, the more points.
The only difference is that in my version there are new 'blocks' each 3 lvls. You have 11 levels of fun in FB version and unlimited in nonfacebook one (but there are only 5 types of 'mojito-blocks').
Try it on facebook (in Polish, click 'GRAJ' to play):
http://apps.facebook.com/modzajto/
or outside:
here.
I don't like that. I can't 'feel' the code when I use frameworks for everything. I got a feeling that it's no more mine - I just 'press a magic button' and some hard to understand and explain things happen. For sure - it's not serious to code huge project in pure code. But if it's your first contact with new programming language - try to explore it on your own. Try to understand what it's all about. And then feel free to use whatever you want - it's ok if you understand more or less what happens behind the scenes.
Today was my first serious attempt to create js game using something different than pure JavaScript. I choose jQuery because I made before a few projects using it. And here it is, a simple puzzle game like almost 10years old Clix. In few words, quoting www.javascriptgaming.com:
When you click a block (...) it and all neighbours that are the same color disappear. Gravity makes the blocks above fall down, creating new opportunities.
If a column is completely cleared, the remaining columns are moved closer together. When (...) the screen is all clear, the game is over. Points are awarded for clearing groups of blocks, the more blocks you remove in one click, the more points.
The only difference is that in my version there are new 'blocks' each 3 lvls. You have 11 levels of fun in FB version and unlimited in nonfacebook one (but there are only 5 types of 'mojito-blocks').
Try it on facebook (in Polish, click 'GRAJ' to play):
http://apps.facebook.com/modzajto/
or outside:
here.
Subscribe to:
Posts (Atom)