Sonntag, 5. Februar 2012

WGame documentation

Today I made some documentation. So I can get an overview again and it's easy for other programmer to use the library. I discovered that the most parts of the code are separated by model, view and controller.

One very bad class is the sprite class. This one does everything, animate, walk(including colision detection) and store data for position. That's not the right way I think. Delegates will solve this problem.

Samstag, 4. Februar 2012

WGame: Preparing for next Ludum Dare

Because I didn't finish the last Ludum Dare game I modified the code a bit so I get a game library for HTML5. This library will be called WGame and hosted on github.com.

Check it out at http://neosam.github.com/WGame/

The current features are:

  • Layers
    • Scrollable background or foregrond image
    • Sprite Layer
    • Tile layer
  • Actions and action tables to connect code and triggers/input...
  • nearly working leveleditor
  • Sequences with different layers for story mode
  • Sprite animation

All painting is done in a canvas right now. I try to impove it much more to get a handy game engine and so I will finish the next game on Ludum Dare :).

The source code is published unter the LGPL Version 3.

Sonntag, 18. Dezember 2011

Cancel LD

I don't like the game I made so I decided to cancel the competition. I had a lot to do this week and need a few relaxed hours.

The good thing is: I have a game engine now and learned a lot. In the next LD I will be prepared much better. Good night.

Halftime of day two

I don't know what I get done until ludum dare finishes. But I'm sure there will be no music or sound because I need this time for story mode.

I have a demo on http://dl-web.dropbox.com/u/2720564/LudumDare22/index.html

Samstag, 17. Dezember 2011

Day 1 nearly finished

Day 1 of Ludum Dare 22 will end soon and I think my game is far enough to get it finished. All the core programing stuff is nearly done. What do we have?

  • Tiled background which can be leaded by an image. Translation between pixel color and tile is done by a mapping table so I'm very flexible.
  • Sprites (not yet animated) can move around and have collision detecton implemented.
  • Background and foreground are repeated images which have a delay to the camera position so we have a 3d-effect
  • Keyboard input and action system is implemented so we can easily add new features.

And what are our todos?

  • Of course, there must be a really cute and stupid story. I will do this now.
  • Sprite animation.
  • Sequence function for story mode.
  • Cute and stupid paintings for character, tiles and story.
  • Sound and music :).
You can play the current version at http://dl-web.dropbox.com/u/2720564/LudumDare22/index.html

Wrote Simple Code

OK, very slowly I create a game engine. I have the base classes for level handling but there is a lot to do. For now I can show you a screenshot where I display an image in a canvas.

Most of the time I play around with IntelliJ Idea settings :)

You can see the code on github: https://github.com/neosam/LudumDare22. I really like the git and github integration of IntelliJ Idea and this is the first time i like a version control implementation in an IDE.

And now I need some coffee :)

It begins...

Good morning everyone. It's 11AM and I will start ludum dare now. My timelaps script already runs in the background so I can generate a game development video again :).

Theme is: alone. It's hard to find a concept which is not a horror game. A story will be hard to find because alone implies that only one person is there.

The two weeks before the last Ludum Dare started I watched the Harald Schmidt Show all day long so I was mentally trained to create a funny story. This time I prepared a presentation about compiling for multiscalar cpus :). So it's a bit different this time.

This time I will use IntelliJ Idea, Coffeescript and will create a html5 game.

Anyway, lets start!

PS: 3:0!!! FC Bayern is Herbstmeister!!!