DragonCrash Alpha Update

Not too much time this week.  Here’s the highlights:

  • parllaxing backgrounds are back and better.
  • the new House and system for adding terrain attachments is fast.  Total time was about 3 hours to add a new item to the game.
  • Improved Energy ui.
  • Particle manager for terrain effect.
  • Upgrade to GL2 base with potential hooks for shader effects.

UI and update

UI! That’s right, with a little love I managed to get an in-game UI working for the basic play button (shop does nothing yet)  I also got the fundamentals of the in-app options set up and much more, but it’s not really anything that you can see..

DragonCrash-Screen-Sept14-UI

After that, I went back and did a minor re-factoring of some of the War Mages  will have a few more changes being made this weekend for the beginning of the challenge/training levels.  I hope to have that ready for publishing next week.

And finally, it’s been too long but it was beyond time to just play in photoshop for a bit.  Granted it suffers from not having a reference and I really should re-work some parts, I’m pleased overall.

Photoshop scribble-sept-d4

That’s it for this week’s update.

A slice of DragonCrash

Whoo, I love me some 3 day weekends!  Here’s a video of what’s new.

New Features: (bulleted list version.. it’s late, sorry)

  • Basic UI and Touch controls  (it plays on android devices!)
  • Proper life and death cycle of dragon  (no animations or effects but the world stops scrolling and you cant collect powerups)
  • Terrain Attachments and the first exaple of it the Basic Tower
  • Powerups (Gold and energy) and a fountain system that sprays / tracks the physical Box objects into the world.
  • Beginnings of Spine to Box2D integration.. the dragon now has objects associated with it’s parts
  • BodyReaper,  much better garbage and body remover for the world
  • Collision System Controller, parses collisions from the world and ships them off to the proper objects as needed.
  • Collision Filtering, some things now no longer overlap and cause collisions with other objects of the same type.

Overall, I’m extremely pleased with this for less than a week’s worth of work.  (granted it was a holiday weekend and I got the lovely and understanding Wendeflonia to cover for me for the day from the kiddos and I got to spend 8+  hours on DragonCrash today)

More goodness soon.

A problem of scale…

So after a long 5 days of rebuilding, tweaking and altering things, I’ve finally wrapped my head around the oddness that is separating the screen size, world size , UI size and image sizes around what is clearly the ‘proper’ way.  Along the way, I’ve come to terms with the LibGDX Orthagonal Camera and the Box2d default renderer, all of which means in short english words.

I have a physics engine and an infinite scrolling dynamic world and I’m not above launching fireballs at it.

[Warning PLACEHOLDER ART!, you have been warned]

Seriously.. how cool is that 🙂 .. Hopefully I’ll have a complete vertical slice of gameplay by next week!

The game runs at 60fps on my old HTC MyTouch so far.. even when launching 10 particle laden fireballs bouncing across the landscape.

Now let me bore you with some details and gotchas that drove me batty for a while.

If you create your Box2d world and you just cant get things to move fast en0ugh, your scale is too big, there’s a hard coded limit in box2d on how fast things can go.

Now your first reaction is.. well that’s ok  I’ll just use the camera and zoom in to a smaller area.

And it won’t make a damn difference, because even though you’ve zoomed in.. Your physics bodies are still too big. and you’ve just altered the difference between the camera scale to the physics world scale.  You have to go in and change the size of things being created in the physics world and convert them to camera sizes.

Make yourself a Handy Static called something like  int PIXELS_TO_METERS = 32;  (adjust the scale if you need)

and divide all your physics values by that.

Good now set your camera to something like the size in Meters that you want to display (excellent Guide & Comment Here: http://www.aurelienribon.com/blog/2011/04/logic-vs-render-separation-of-concerns/ read the article and the 1st comment)

But now all your Sprites are GINORMOUS!

So you scale them with SetScale(float)

and then they disappear….

That’s because they scale around their Transformation Origin,  You can use SetSize(x,y) and it will keep the lower left point the same.

Here’s some other handy links that I found invaluable during this process

That’s it for now.  Time for some sleep and then hopefully adding collisions between the ground and dragon soon.

 

 

Flap mr dragon FLAP!

Ok kinda scatterbrained right now so, let’s just get back into the blogging spirit with a short list of accomplishments:

Had to rethink some mechanics.. but the controls feel SO much better now.

The actual performance of the dive and flap buttons are undergoing constant tweaking, but the sense of control is coming along superbly.

Screen scaling is working.. but the size isn’t right on smaller screens.  I need to re-write the system to always maintain a specific horizontal distance and let it just create blue sky on top of the world for the extra space.   BUT IT WORKS..

The game is working on Android 2.3 (HTC MyTouch)  all the way to the Nexus7 and Asus 10″, smooth as butter. 🙂

I’ve been using Symphonical as my SCRUM list and I’m in love!  It’s just super easy to use.

Collisions are in (if a little buggy) ,  Basic Box for the dragon and per terrain tile polygons.

The dragon is now a fully animated Spine character  (16 different parts all animated) and is just a wonderful workflow.. Export from photoshop and it’s instantly in Spine, then a quick export directly into the JSON objects with an atlas and then a refresh. and the changes are live in-game..

Dragoncrash-8-17

 

Next up:

A little more work on the dragon animation

Then time to start adding in some terrain destructables (also Spine actors)

Then some UI work.

 

RELEASE!

War Mages is out on the Play Store!

Get It HERE

SummonIcon256

It’s been one hell of a month. Since starting over in the 18th it’s been non-stop go go go to get this thing up and running.

Overall I’m really pleased with how well it turned out. I have a lot of little secondary features I want to add to it, but I think I need a week to recover.

It will be an interesting thing to see if the game finds any kind of an audience, I’m not aware of there being a whole lot of multi-player games on a single tablet yet.  However I think that it will be one of those kinds of genres where people can pop down for 5 – 10 min with a friend while waiting for the bus and play a game.

Time will tell.

January Postmortem

Going to keep this short and sweet, can’t stop and reflect too much.

What went right:

  • Web editor –  having a web editor where I can make changes and just re-launch a level for testing was incredibly useful
  • Music – the non repeating drumtrack for in game music works really well wit the musical queues
  • Title screen fire – Damnit particles just make me happy.
  • Pathfinding and combat –  while it’s not the most dynamic combat (see what went wrong) it’s fairly well balanced.
  • Flexibilty of code – adding new UI elements and restructuring how combat works 4 days from launch and not a glitch.
  • Game website – Im really happy with the new http://www.drakkheim.com website.

What went wrong:

  • World rendering – having to re-write the world map rendering took a whole weekend of progress and as such required that things like traps, and ranged combat got cut. no Elves or Kobold archers.
  • Fun – the last minute changes to combat really improved the moment to moment gameplay elements, but really it’s not something you’ll be playing over and over.
  • lack of animation – lack of variety – essentially more time to create art assets would have been really nice.   I have a feeling this will be a recurring theme.
  • Broken analytics –  I totally messed up and forgot to install analytics on the website until 4 days after launch.. so I have no idea if anyone has even played it.

That’s it for now.

 

Happy Easter – Week end update

Busy busy week.. all freelance debugging and we development..

So not much progress on the game.

  • Money rounding..  yeah.. lots of refactoring code.
  • Moving some more UI elements into groups so they render in the proper order and can be switched on and off.

Anyway here’s another beta.. # 7 now.

http://drakkheim.com/temp/BarnyardBonanza007beta.apk

Download Barnyard Bonanza beta #7

Barnyard Bonanza – Week End Update

 

Woo good Week!

New Beta 6!

  • Better Odds manager (you can see it by clicking the puzzle piece on the Main Menu)
  • Reworked tons of the Odds and Money manager backside so money should be handled better.
  • Implemented adMob ads 🙂
  • Got a good start on painting the home screen .. then did it again as photoshop crashed. (FML)
  • Made the loading screen handle screen changes and stuff magically.
  • Reels are generated a bit more realistically and auto re-factor every 100 pulls
  • Started getting sound fx implemented .. not working on desktop .. sometimes on android.. :-/

Here’s Some screenshots, a link, and a QR to the apk

Download the latest beta (006) here http://drakkheim.com/temp/BarnyardBonanza006beta.apk

Next up:

  • Turning sound on/off :-/
  • Get the Powerup Buying working
  • Maybe a mini game!