« Newer 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Older »

Threading

More work on performance this week. Things were getting a bit too slow for my tastes, meaning that they would likely be unplayable on medium-end phones. This work involved quite a bit of refactoring (which is jargon for “creating new problems to replace your old ones”), so I now have a bunch of screenshots of things… not working the way they should. Because this is a long and technical post, I will intersperse them for comic relief.

Continue reading

In-game graphics

As announced, I made a large sprint this week to bring the artwork closer to completion. I think it’s about halfway done now, but I’m getting more and more experience with this, so the second half should go a lot faster.

Continue reading

Title screen

Like I announced, lots of work on graphics. In-game graphics are beginning to come together, but are only halfway done, so the overall result still doesn’t look too good.

Continue reading

Let chaos reign!

I’ve been looking at my crappy placeholder graphics for too long. Every time I launch the game, a tiny voice at the back of my mind tells me how shitty it still looks. Every time I show it to someone else, they comment how they initially only saw the red handle, not noticing that a shopping cart was attached. Clearly, it’s time to add some artwork.

Continue reading

Toast!

I more or less finished one of the first powerups that you’ll encounter in the game: the toaster. When you pick it up, it appears in the item box at the top right. You can then tap a point on the screen, and your cart will fire two rapidly spinning slices of crispy brown toast in that direction. If a slice hits an opponent, they’ll drop $1 worth of items (currently, one orange). But if both slices hit the same opponent, the second one will do triple damage, for a total of $4. Therefore, good aim and timing are beneficial (though not essential).

Continue reading

Game architecture

Although games vary wildly in appearance and mechanics, the structure of the underlying classes and objects is often similar. There is a “world” object, which contains everything else; there are multiple “entities” representing stuff in the world, there’s a “renderer” which tells each object to draw itself, etcetera. My game is no different, but still contains some interesting aspects that I would like to highlight.

Continue reading

Activity flow

In Android, generally speaking, each different screen presented to the user is called an ‘activity’. Until recently, the only activity in the game has been the game itself. I’d already added a few menu screens this week, like you saw before, and have now been working on putting it all together.

Continue reading

« Newer 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Older »