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! 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.. 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 … MORE
It’s been a short week and it’s been pure struggle. But the art style is slowly starting to gel. flat and simple painterly. Anyway.. too many things to do and not enough time to do them.
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 … MORE
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 … MORE
Almost forgot that Spine offers an export to animated gif. Now just need to do a limb pass on the animation and I’ll let it be done for the next while. However the actual sprite art, is still just a 20 minute hack job in photoshop. Not gonna make any final art until I have a vertical slice working.. That’s my reward for doing the tedious UI stuff.
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 … MORE