Category: Game Development

Runners – 2019-11-11

The bulk of the progress made this week is with the UI. I’ve completely remade it all to use a base display to keep it consistent for each view. I’m not too happy with the buttons and there’s a little bit of a stretching issue but the new changes will make updating this in the… Read more »

Runners – (2019-11-03)

Over the last month I’ve been revisiting the Runners game and quite a lot has changed since the last post a couple of years ago! Visually The first big change you’ll notice is the tile set has been swapped out for a brand new one. The new tiles blend together better than the old ones… Read more »

Exitus – 2019

It’s been a while since working on Exitus but it started playing on my mind over Christmas as to why it was abandoned. The main reason was due to the time to take fixing bugs and not progressing, these bugs were mainly due to trying to build something too quickly and the structure becoming difficult… Read more »

Exitus (2018-05-29)

After spending a fair amount of time on the perimeter buildings and not getting it to work nicely I’ve stashed it for now to work on other pieces. I’ve added some basic characters, enemy and player. Currently they’re just coloured circles with a code showing their field of vision. If a player goes into an… Read more »

Exitus (2018-05-22)

I’ve spent a little time working on a project to learn ECMA6 and the process of transpiling it down to ECMA6. The project is essentially rewriting a collection of code I’ve previously written in other languages and merging them together to play nicely. I’m now considering developing it further into a survival game. So far… Read more »

Map outline completion

The map outline has now been completed so I can finally start concentrating on the actual layout and finer details of the map itself. I've also finished the import from Pyxel Edit into the game and the video shows a quick device recording so apologies for the jerky movements. You’ll also have to excuse the… Read more »

Runners Map Implementation

Up til now I’ve just been developing on a testbed 20×20 tile grid. This has been fine for testing but I wasn’t sure how well it’d run with the real map size of 254×212. Method #1 – one big canvas The original method was using one big canvas and drawing each tile to it which… Read more »

Runners 2017-11-17

Over the last few weeks I’ve made a little more progress on the map but most of the time has been spent on the code base. Map-wise I’ve continued working around the map to get the edges in place and started the rough placing for a mountainous path (the swirly bit).  Code wise I’ve… Read more »

Pixel map

I'd started working on an idea for a game a while back and it faded into the background but now I'm back to working on it. The main concept is a supply / demand style game where you have to obtain specific items and deliver them. It's going to take place on an island which… Read more »

Polymesh navigation evolved

Over the years I’ve created quite a few code examples which were pretty much just proof of concept projects. The polymesh navigation was one of these. Another one was to create a php socket server and html client and yet another was the city generation script. These were all stand alone examples which I think… Read more »