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
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
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
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
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
Woo good Week! New Beta 6! Better Odds manager (you can see it by clicking the puzzle piece on the Main Menu) Reworked tons of the Odds and Money manager backside so money should be handled better. Implemented adMob ads 🙂 Got a good start on painting the home screen .. then did it again as photoshop crashed. (FML) Made the loading screen handle screen changes and stuff magically. Reels are generated a bit more realistically and auto re-factor … MORE