Background progress is coming along nicely.
I've currently got the level renderer to come up with a nice selection of coloured floors from 3 prerendered ones.. It can do plain, and chequered, thus giving us 6 possibilities of floors. Every room that's separated gets a random floor. Nice and simple.
(They have to be prerendered colours because Blitz is a bit slow at basic 2D stuff!! bah, humbug..)
It shouldn't be creating rooms with alike colours right next to each other, so I'm currently working on fixing that.. But even if I can't it's not exactly a biggy, right!?!
Meanwhile it's helping to make things look a bit more interesting and somewhat different from the previous version.
You'll probably also noticed that I finally got around to making the doors look a little better, too!.. Although I have just noticed that the vertical doors are highlighted the wrong way around.. d'oh! (*fixed*)
Most of the sounds are back in place, but gameplay elements aren't quite up and running yet.
The weapons don't upgrade without you manually hitting cursor keys to do it, the baddies won't appear without you hitting 1-6 to trigger a wave of aliens, and worst of all, there's not even a score yet, let alone multipliers!!!
That'll come later.
This is not really a game idea.
I've seen you're using petitcomputer 4 on nintendo swich.
Do you like the basic coding language?
If yes, you can also make mobile games (cuz your little games could really go on mobile) for android using Rfo basic and Rfo compiler (if you don't want to pay a compiler, you can just use rfo-quick apk).
Hope to see some mobiles games soon, heredos.
Overview: A dark room of maze, a torch light, a slow reloading shotgun with 6 bullets which can carry a maximum of 12 bullets, few scattered bullets and a lot of green monsters which need 3 bullets to kill. Tag all the invisible monsters with the light, collect the bullets and kill the chasing monsters.
Pixel-based collision detection is all but impossible with Monkey-X, due to the simple issues of rotation and scaling, along with more complicated screen resolution and orientation complications, and then the complete lack of 100% accuracy when it comes to drawing to buffers. (Although that last one is mostly down to Android, which likes to dither any and all images when the screen doesn't quite have full colour available.) Read More
There are hundreds of great sites that I should probably link to, and much like linking to my hundreds of games, I've always found it a bit of a mess once I start trying to cram it all into a small sidebar on the right of the site.
As such, I've finally opted to create one great big link-page, full of everything I could think of within the short hour or so that it took to add it!
If you're missing from this page, let me know!!
I've used pretty much every flavour of BlitzBasic since the Amiga, and I'm still using it today.
BlitzBasic, Blitz2D, Blitz3D, BlitzPlus and more recently, BlitzMax have all held a special place in my Archive. About 90% or more of my games are written using a Blitz language.
Monkey-X is a Cross-Compiler language, with modern day mobile-device targets available, as well as the main exe's and even HTML5 and Flash. Monkey is my current language of choice. And it's even created by the Blitz team, too.. (Boy, am I a fanboy, or what!?)
Created by brothers Joe and Seb Lenton, PlayMyCode is a fully featured programming language that exists inside your browser. Create an account (free) and you can code your own little games directly inside the website, and then play the games inside your browser. You can also share your games with others, who can also peek inside your code, and even Fork your projects to create their own offsprings.
It's a wonderful little website, and I've made oodles of games using the thing.
A few of my iOS games were created using Cocos2D. I found it to be a nice comfortable library, it worked pretty well, and it did exactly what I needed it to.
It's a good language, especially since it's free.
The only reason I stopped using it was because Monkey-X came along, and saved me the hassle of having to port everything to different languages all the time!
Website creator @McFunkypants decided to take the concept of AGameAWeek, and transform it into something more stable, and achievable.
He created a website where developers could post their monthly projects, and would gain scores for doing it.
It's easy enough to get started. Just log in with your twitter account, and post a link to your first project. Then a month later, add the next.. And then another!
CaffeineKid jumped on board with the whole OneGameAMonth idea, and has successfully managed to create a whole bunch of great little Android and OUYA games over the course of 2013. Unfortunately, he's not updated his blog since April, so I've just linked to his #1GAM page, instead!
Alexander Shen has taken things in entirely the opposite direction, and decided to try to create something new EVERY SINGLE DAY!!!
From simple craftworks, to larger projects, Alex is really taking on an epic project, and it'll be fun to watch him attempt to create new things through the entire year!
For a while, NMcCoy was trying the whole "AGameAWeek" thing, too, but then one of his games got ripped off, BIG TIME, and .. then.. it all ground to a halt.
He continues to make games, and has recently switched from a basic blog-style website, to a totally forum-based site, where he posts frequent screenshots and other things.
A random selection of folk on Twitter, in no particular order.
The spiritual successor to BlitzCoder and CodersWorkshop has been up and running since 2006. It doesn't look awesome, it uses oldskool html techniques, and it relies on an old crapped out, creaky server which is in desperate need of an update. ... But it still works, and it's got a fully fledged oldskool community of coders standing by to help with any obscure coding queries. Fact : SoCoder was hand-carved by my very own hands, using Programmer's Notepad and not much else!!
If you ever need to discuss something in a forum style layout, that's the best place to reach me.
The community hub for all things retro. The site used to be entirely about making remakes of classic games, but over the years has sprawled into a general all-purpose retro meeting area.
If you want the heads up on anything blocky and pixelated, this is probably the best place to find it.
A lovely community of Freeware-Hunters, who scour the internet in the hopes of finding the best free games that are out there.
Other random sites you might spot me on, are.. GBATemp A site dedicated to hacking, homebrew, and other such stuff. TouchArcade If you've got an iOS device, this is the forum for you! TIGSource A forum for Indies, which mostly got trashed when the whole Kickstarter thing turned up.
Uhoh! Forgot about colours!!!
That's going to make NeonPlat Adventures particularly tricky, should I want to include an HTML5 edition.
.. and, of course, I DO want to include an HTML5 edition, so I guess I'm going to have to retackle the whole "multicoloured scenery" issue.
And so I spent most of yesterday drawing some basic template scenery and getting it all ready. I added a whole new section to my re-renderer engine, and now it's spitting out high quality assets in 9 different colours.
Since I'm starting off with 4-colour greyscale assets, the resulting .png files aren't "too" big, and ingame they'll only be used in the html5 edition, so they should (*should) be safe enough to use.
Reason : HTML5 is RUBBISH at recolouring images. Scaling, Rotation, Flipping, Transparency.. They're all fine. But as it to make a white image slightly redder, and all hell breaks loose! HTML5 becomes slow, grotty and rubbish, and is inexplicably bad at attempting such a thing. WebGL is much better at dealing with this, but I try to keep my games working on as many target devices as possible, so plain-old HTML5 it is!
Later I'll see what they're actually like inside the engine, but first I need to start working on a level generator.
Lots of things to think about, and plenty of possibilities along the way. Read More