This is the second part of this postmortem. Catch up on the first part here. Sunday morning: controls and gameplay We have fire, we have buckets of water, we can get the buckets to the fire… now what? Throw ‘em, of course! So if a peep in state PASSING sees...
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This weekend was the third instalment of the Alakajam! game jam. I was really happy about the shortlist of potential themes, so I knew this was going to be a fun one. The winning theme, “Always growing”, was my second choice. In this article, I’ll describe beat by beat how...
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It’s been over two months since my last post, in which I announced that I was abandoning JavaScript for the development of Turtle Paint, and switched to Ruby instead. So far, it has been a great learning experience, and I’m loving this language more every day. There are a number...
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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. Here are some screenshots of the game as it...
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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. The title screen is mostly finished, though. I had to trade in a bit of “obviously being a shopping cart” to...
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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...
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Like last week’s, this post is a day behind schedule as well. Since I’m working on my part-time side job on Tuesdays and Wednesdays, it was a silly schedule anyway – changing to Thursdays to accommodate. Today, I designed and implemented the look of the game’s menus. At first, I...
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It’s difficult to do a screen-cast of an Android game. You have to root the device to even take a screenshot, and with the game taking up most of the CPU, a live video is out of the question. The emulator that ships with the SDK is too slow to...
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After deciding in which direction to take the game, the last few days have been a matter of implementing this. Due to various circumstances I haven’t been able to get as much done as I would’ve liked to, which is why this post is relatively short and fragmented. I started...
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In the days of MS-DOS, things were simple. If you developed a game, you usually wrote it for one specific VGA or SVGA resolution, such as 320x200 or 640x480. If someone’s video card did not support this resolution: tough luck. Nowadays, there is such a variety of screen resolutions that...
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