Category: Game Development

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 »

Pixelnaut – We’ve got movement!

It’s typical that as soon as I commit to start doing device captured videos, my phone breaks preventing me from doing them. It’s been replaced but unfortunately the update to lollipop hasn’t been pushed to it yet so the screen recorder doesn’t work. The device shadow issue on the previous video is due to the… Read more »

A new game for the new year

It’s been a busy start to the new year so far, breathing life into the new project. Currently created a very rough space level holder consisting of the player’s ship and a planet. The player can select the planet and the ship will navigate to it. The functionality took longer to implement than planned due… Read more »

Device scaling

It’s been on the cards for a while to allow zooming functionality within the games but it was pushed back to the queue as a future addition. The realization It’s now been realized that this is also tied in with how scaling will work which is essential for mobile devices. If scaling isn’t implemented then… Read more »

Navigation mesh

Over the last few weeks I’ve been trying my hand at rigging up a basic navigation mesh for path finding. Using a navigation mesh should allow a more natural feel and responsiveness to character movement while moving through the map. The general theory is quite straight forward, polygons are created on the walkable areas of… Read more »

Shadow Bug

Well it turns out that there was a major issue with the new shadows where they didn’t┬ámaintain the correct positions if the parent was moved. It was visible in the previous video as the parent was situated at 0,0. A little annoying but glad it reared it’s ugly head sooner rather than later. Onwards with… Read more »