A slice of DragonCrash

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

Flap mr dragon FLAP!

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

RELEASE!

War Mages is out on the Play Store! Get It HERE It’s been one hell of a month. Since starting over in the 18th it’s been non-stop go go go to get this thing up and running. Overall I’m really pleased with how well it turned out. I have a lot of little secondary features I want to add to it, but I think I need a week to recover. It will be an interesting thing to see if the … MORE

January Postmortem

Going to keep this short and sweet, can’t stop and reflect too much. What went right: Web editor –  having a web editor where I can make changes and just re-launch a level for testing was incredibly useful Music – the non repeating drumtrack for in game music works really well wit the musical queues Title screen fire – Damnit particles just make me happy. Pathfinding and combat –  while it’s not the most dynamic combat (see what went wrong) … MORE

Happy Easter – Week end update

Busy busy week.. all freelance debugging and we development.. So not much progress on the game. Money rounding..  yeah.. lots of refactoring code. Moving some more UI elements into groups so they render in the proper order and can be switched on and off. Anyway here’s another beta.. # 7 now. http://www.swiftthought.com/temp/BarnyardBonanza007beta.apk

Bits N Bobbins

Short post on progress things.  Things have just been lots of grunt work and non pretty things. Will have things to show real soon. Honest. basic player object ..er.. exists and rotates properly.. mostly.  need to knock out some better test sprites and stuff to be able to make things actually ‘work’ together, but the fundamental concept of 8 direction independently moving head, torso, arms, lowerbody seems to work and will look pretty cool. monster entities can be spawned and basically kept … MORE

Building Better Tools

So, basic progress is in swing.  There’s a bunch of stuff I can port over from the GarageGames Torque Game Builder version that I was working on, however, there are a bunch of things that I didn’t need then or just do not have access to in Java or just don’t integrate with Slick very well.  So with that in mind.. I’ve been digging  into Pre-Pre-Production. To that end I’ve stated building a toolbox. Figuratively, of course.  Here’s a few … MORE

Enchanting Cadence launched for Slick contest!

The Must do’s got done. Several of the ‘Wants’ got done. However Mac support looks impossible. However, at this time I’m proud to announce It’s live!!! http://www.enchantingcadence.com 10 levels. Java applet w/ facebook integration. It’s been on helluva learning experience.  Will digest a few things for a bit and have a postmortem up before too long. Will update with a link for voting once voting begins next week.  

Elements

Whoo.. what a week.. not very much dev time, unfortunately. I’m beat so I’m going to keep it to a short what got done list.. followed by a screenshot.. Bolt splitters are in and work.. (except for the rotation is a bit wonky) the Level editor and Level group editors are almost done The core applet is almost ready to parse all data from external sources. Tweaks to some particles. all the  Elemental nodes now are renderable in-game and have … MORE