Saturday, March 15, 2008

This is awesome

Need I say more? Watch this!

Link

Wednesday, March 12, 2008

Recovery

After a very long 36 hour stint before the hand-in, I've now had time to recover (which involved lots of sleep and a few pints!) I'm going to keep on working on the game, though with a few changes to make it more suitable as a full platform game engine, and also create my own flash-based level editor for the engine. It will in a few months be a very nice engine that I can use to create platform games (and a few other types of games) relatively easily!

I will not be posting the game as it stands now on this blog, nor will I for a while, as I intend to procure sponsorship for the game once it is completed, and, as it is an original idea, I don't want it to be stolen by random internet users!

I will shortly be beginning work for Pawky designs in the Hive on their website mymagicalcity.co.uk [plug!] and other work they get soon as their in-house programmer, which should be very good not only as a paying job (on a per contract basis) but also for improving my knowledge of various programming languages and also improving my portfolio and design skills.

So lots going on at the moment, will post more soon!

Friday, March 7, 2008

Late night programming

Given that I've got so much work to do on this game, I'm not going to sleep over the coming few nights until I've met my targets for that day.

For tonight that means I need the second half of the game working. Unfortunately due to a very busy day flat hunting, its now 3:30am and though I've made loads of changes including fixing the bug that made the character warp occasionally (woohoo!) I still haven't done that necessary part.

So now over the next hour, or two if I'm unlucky (I think it should be fairly easy, sods law says it won't be) I'll be adding this functionality and then uploading my test here! Then sleep!

Thursday, March 6, 2008

The deadline approaches..

It's late at night and I can't sleep, partly because I keep thinking about all the cool things I could do with my game, but probably mostly because I slept till 2pm today!

Unfortunately, with the deadline fast approaching, my game seems far off completion, and to be fair, despite spending already probably around 200 hours or more on the game, there is still a huge amount of features I want to add, some of which I simply won't be able to because my eyes are bigger than my stomach so-to-speak.

So focusing on the important parts is key over the next few days, and without fail I will have the second half of the game working tomorrow (eyes peeled for a demo on here people!) and will hopefully have started adding the enemies/things to make the game challenging.

It seems like I haven't done much so far from what there is to show, but there has been a huge amount of thought, some learning of advanced trigonometry and matrices, and some seriously complex coding (for me at least, this is probably the most difficult coding I've ever done!) to get the game where it is right now. What is left seems simple in comparison to the hurdles I've overcome to get the character moving smoothly!

So now the targets for the next few days which I will meet unless I run into some unlikely difficulties with some parts are:

Thursday: Add second half of the game in, have character moving smoothly in all cases possible.

Friday: Add the bad guys and the end screen with scores etc. Add checkpoints if possible.

Saturday: Create the full level and boss level and do some testing to make sure it works. Add start screen/preloader and checkpoints if not done on friday.

Sunday: Improve character graphics and add necessary animations

Monday: Miscellaneous tweaks and phidget implementation. Add a tutorial and high score board if time allows.

Tuesday: Any remaining tweaks/improvements.

So in all, a rather busy few days coming, I think the coming days should increase the total time taken to over 300 hours, which will have been well worth the time spent!

Monday, March 3, 2008

It's been a long week..

..but finally, I've managed to get my character moving smoothly over slopes. I tried various methods of rotating the character and trying to hit-test him against the slopes, but the hit test simply wouldn't work. There was absolutely no reason why it wasn't working, and to be honest I think I probably ran into a bug in actionscript.

However, using a single pixel bitmap to work out how far the character needs to rotate worked perfectly and here is the proof in all its smooth slope-gliding glory!

Link