I tried doing some music, last night, but everything I attempted turned out terribly. I guess my spurt of musical talent has run out, for now! Aw well, at least I can concentrate on getting my game done, instead.
Yesterday I tackled Object vs Object collisions so that thrown weapons could interact with enemies and vice versa.
The basics are in, and although I’ve still only got the basic 3 weapons, they do at least work correctly.
I’ve still not added “Hat” powerups, and am still hopeful that I can come up with some alternative powerup types, but for now things are looking fairly similar to how they used to.
More complicated work playing with the level generator, yesterday. I still have LOADS to do, and progress has been somewhat slow, but I’m taking my time and trying to account for lots of different things at the same time.
There are some elements that need to be missed out, this time around. Ladders and “drop down” things simply won’t work on a touchscreen, unless I start making the onscreen dpad do up and down, which honestly, I’d rather not do. One single axis is plenty for movement. As soon as you add a second axis, you find the placement becomes much more of an issue, so I’m trying my best to avoid up and down.
Left, right, jump and throw. That’s plenty!
So, keeping that in mind, ignoring certain tile types, and trying to keep things lively, all at the same time.. I think I’ve got my work cut out for me!.. Even Mario has “Down to enter a pipe!”
Still, I’m carrying on, and I’m starting to consider what sorts of tilesets I’ll be needing this time around, too. I’m going to try to make the different “themes” stand out a bit more, this time around, but whether that ends up being the case will depend on my artistic talents..
Jumped back and forth through a couple of things, yesterday, but mostly spent more time working on the level builder.
Things are starting to look a little more varied, and thankfully the addition of vertical scrolling has added a little bit more.
I’m currently worried about making sure the levels are completable, as I haven’t yet added an AI player run-through of the level, to ensure it’s at least playable. I’ll have to do that next, I suppose.
In the meantime, I’ve been ensuring enemies and bouncing objects react roughly the way they should within the environment.
As you can see, the balls now bounce in a slightly less erratic way, and appear to be vaguely under some kind of control. They’re no longer bouncing up steps and out of sight within a few frames, and are instead bouncing back and forth a bit before disappearing.
Hopefully, future changes in the landscape style won’t make that all a worthless amount of coding!
Meanwhile, I randomly decided to give Sheep Goes Right a test on my iPad..
Mmmm… I think I might need to work on some levels for that, now.
Meanwhile, back in the world of Development, I did a whole bunch of tweaking to the level generator.. But nothing’s noticeably different at this point, so a screenshot is entirely worthless!
A rest day..
I spent most of yesterday watching YouTube videos and generally lazying about.
I watched RHLSTP, A couple of MusicVideos, as well as spending a good half hour watching a man walking.
As someone who’s stuck indoors most of the time, being able to watch a nice long trail-hike was oddly kind of compelling. Especially the impressiveness once you stick your headphones on. A lovely walk, and hopefully I can find more of the same.
Last night I added some blocks to the Level Generator, which of course then required me to faff about adding extra rules to the player, and the baddies, and the other objects, to ensure they collide “roughly” correctly with the tilemap.
It didn’t take too long to get the basics in, but having to essentially rewrite the rules for half-a-dozen different object types meant for a long and complex bit of work.
For example, some of the enemies will want off a floor, dropping down to the layer beneath.
Other enemies will instead turn around when they hit a ledge.
Thrown balls and ice rocks will bounce off walls, whereas flowers will smash on impact.
These are the basic rules that were implemented into the original NeonPlat Adventures, so have been recreated here. I’m also planning to add a bunch more rules, which will hopefully make the enemies a little more intelligent this time around.
Nothing much worth reporting again, today.
I’ve still been fiddling about with characters some more, and playing around with their various physics.
I really oughta be working on the level structure a little, so I might stop faffing about with characters and instead focus on the look of the levels a little more. All the pieces are currently coming together to create something a little less special than the original, so hopefully I can find something magical along the way that brightens it all up a bit for me.
Another lazy day, yesterday.
Well, I say that. I’ve started to reorganise the enemy sprites into a new set of groups, so that they work slightly better on Android devices. Mostly, I don’t want to have that annoying “loading” stutter at the start of every level, and similarly I can’t trust loading EVERYTHING into the game at once. (SpikeDislike3 had issues with memory on some devices)
Instead, I’m grouping the enemies together, and starting to organise particular types of enemies so they take up certain places within the game.
All of this is fairly complex, and also utterly boring, and results in the game looking damn near identical, so there’s really no point in taking a screenshot or anything of the sort.
For what it’s worth, I’ll probably also be doing that for more of today, and maybe even tomorrow, as there’s an awful lot of characters to get through!
So, apologies, but today’s blog looks rather boring as a result.
Seem to be in a musical mood, lately, so I attempted a second “Korg Remix Challenge” thing again, yesterday.
I don’t expect to win, as there are MUCH better remixes out there, but it’s been fun to take someone else’s work and mangle it into AL’s style!!
Other than that.. It was too hot and sticky to bother attempting to code anything, yesterday, and it looks like that might very well be the case again, today!
.. I code better when it’s raining and dreary and possibly even snowing!!
Each week or so, Korg send out a newsletter, and for the past couple of weeks I’ve been trying to ignore their little competition, but last night after receiving yet another email about it, I figured it was about time I gave it a shot.
So, I put down NeonPlat for the night, and turned to my iPad to do some mixing.
AL’s entry turned out quite nice. It probably could’ve been better, but it’ll do!
Since I was already in a Musical mood, I then opted to carry on in that mode, and created a second choon for the night.
Granted, it’s not as good as the earlier remix, but it’s not “too” bad 😉
So, yeah, that’s pretty much all I did, last night!! No Development, I’m afraid!