Hi Guys!
Yesterday I got employed to program a game for Android. This means that The Forgotten Planet will move forward at a slower pace during the upcoming months.
So if you don't see updates as frequent as before, you know why.
Until next blogpost
SolarStrings
Thursday, 26 January 2012
Sunday, 22 January 2012
Bug Fixing is going good!
Hi Guys and Ladies (if any lady happens to follow my blog that is ^^)
This month has been great code wise so far! There is no Youtube Video this time either, since all work has been "under the hood", fixing, rewriting and tweaking things.
Network Code Re-Design.... Again!
I decided to re-design the network code for......... the 3rd time! I really haven't coded much network stuff before starting with this game. I did some small simple upd & TCP/IP tests, but nothing near of how to handle enemies, player positions and all the other nice stuff in an efficient way & make sure it runs smoothly enough over the net without to much latency.
So why did I decide rewrite the network code again? Simply because I noticed that some of the bugs I had could only be solved by making a more efficient way to construct and handle the network packages.
To make a long story short, 2player co-op network is running smoothly now. I'm only about 50% done, since I'm converting the old network code to the new one. But the important thing is: It runs faster, much more stable & It's now a lot easier for me to add or change the package structure.
Immediately when the first pieces of the new network code was in place, a couple of bugs just solved themselves right away, as I had expected.
Converting the rest code will take a couple of more days (doing this in-between work, family, training & friends).
My graphics artist completed the first "crawler" enemy this week, which I have not had the time to put in-game yet, since fixing bugs is 1st priority this month.
To sum things up: Things are moving steady towards Tech Demo 2, so in a couple of months you'll be able to try it out yourself!
Until next blogpost
SolarStrings
This month has been great code wise so far! There is no Youtube Video this time either, since all work has been "under the hood", fixing, rewriting and tweaking things.
Network Code Re-Design.... Again!
I decided to re-design the network code for......... the 3rd time! I really haven't coded much network stuff before starting with this game. I did some small simple upd & TCP/IP tests, but nothing near of how to handle enemies, player positions and all the other nice stuff in an efficient way & make sure it runs smoothly enough over the net without to much latency.
So why did I decide rewrite the network code again? Simply because I noticed that some of the bugs I had could only be solved by making a more efficient way to construct and handle the network packages.
To make a long story short, 2player co-op network is running smoothly now. I'm only about 50% done, since I'm converting the old network code to the new one. But the important thing is: It runs faster, much more stable & It's now a lot easier for me to add or change the package structure.
Immediately when the first pieces of the new network code was in place, a couple of bugs just solved themselves right away, as I had expected.
Converting the rest code will take a couple of more days (doing this in-between work, family, training & friends).
New Art
My graphics artist completed the first "crawler" enemy this week, which I have not had the time to put in-game yet, since fixing bugs is 1st priority this month.
To sum things up: Things are moving steady towards Tech Demo 2, so in a couple of months you'll be able to try it out yourself!
Until next blogpost
SolarStrings
Sunday, 8 January 2012
Bug fixing month!
Hi Everyone!
Today, there's no nice youtube video for you, just informing you of what I'm up to.
This month is dedicated to fixing bugs and tweaking things to behave as I want to. There has been a couple of bugs lying around for to long, which needs fixing before the release of Tech Demo 2. I've managed to get rid of the most "nasty" ones I had, which is good, but there are still more in the "soup" which needs extermination.
The first boss AI is coming around nicely as well, there are only a few things to tweak then I'm satisfied. I'll be "hiding" him from you until you encounter him in Tech Demo 2 :).
My Graphics Artist is working on finishing the last enemies and the background for Tech Demo 2.
So to sum it up, here's what's left before release:
SolarStrings
Today, there's no nice youtube video for you, just informing you of what I'm up to.
This month is dedicated to fixing bugs and tweaking things to behave as I want to. There has been a couple of bugs lying around for to long, which needs fixing before the release of Tech Demo 2. I've managed to get rid of the most "nasty" ones I had, which is good, but there are still more in the "soup" which needs extermination.
The first boss AI is coming around nicely as well, there are only a few things to tweak then I'm satisfied. I'll be "hiding" him from you until you encounter him in Tech Demo 2 :).
My Graphics Artist is working on finishing the last enemies and the background for Tech Demo 2.
So to sum it up, here's what's left before release:
- Menu Redesign
- 15+ rooms to explore
- Sound effects for the main character & the enemies
- Eliminate the last bugs
- First Boss Graphics
SolarStrings
Thursday, 15 December 2011
New Water Movement!
Hello Again!
I've just finished the new water movement for the game. The previous one was adapted to the old frame based code, and is now rewritten and working properly again.
I've played around a little with the network code as well, and changed a few things around and fixed so that the player and enemies can have up to 100 (0-99) different states instead of 10 (0-9). My Graphics Artist is creating great animations, and some of them had actions I had not thought of, which lead to adding more states for the enemies and the player.
And the real reason you stepped by, the YouTube video:
Until next blogpost!
SolarStrings
I've just finished the new water movement for the game. The previous one was adapted to the old frame based code, and is now rewritten and working properly again.
I've played around a little with the network code as well, and changed a few things around and fixed so that the player and enemies can have up to 100 (0-99) different states instead of 10 (0-9). My Graphics Artist is creating great animations, and some of them had actions I had not thought of, which lead to adding more states for the enemies and the player.
And the real reason you stepped by, the YouTube video:
Until next blogpost!
SolarStrings
Tuesday, 13 December 2011
Favorite Tiles & Far View scrolling implemented!
Hello!
There has not been much progress in a couple of weeks, but now I'm back on track and have made some progress on different parts of the game.
First of all I added the "Far View" option to the parallax background scrolling, which means: Enable Far View, and all the backgrounds scroll slower. A friend of mine noticed that the backgrounds were scrolling to fast, compared to what they displayed, so I added this Feature to the Level Editor, and the Game.
Secondly, I added favorite tiles to the Level Editor as well. By right clicking on a tile in the "tile page" screen, the tile is added to the favorite list, which is accessible by clicking on the "favorite tiles" button in the main view. This speeds up level creation a bit.
You see the favorite tile box on the right side in the image below.
Until next blogpost!
SolarStrings
There has not been much progress in a couple of weeks, but now I'm back on track and have made some progress on different parts of the game.
First of all I added the "Far View" option to the parallax background scrolling, which means: Enable Far View, and all the backgrounds scroll slower. A friend of mine noticed that the backgrounds were scrolling to fast, compared to what they displayed, so I added this Feature to the Level Editor, and the Game.
Secondly, I added favorite tiles to the Level Editor as well. By right clicking on a tile in the "tile page" screen, the tile is added to the favorite list, which is accessible by clicking on the "favorite tiles" button in the main view. This speeds up level creation a bit.
You see the favorite tile box on the right side in the image below.
Until next blogpost!
SolarStrings
Sunday, 27 November 2011
New Enemy Graphics!
Hello!
This weekend I hosted DreamCode Winter 2011, where 11 inde game developers got together and we had tons of fun coding and showing our games to each other.
During this weekend I finished the Sound FX section in the world builder and also put some new graphics into the game. I have not received all animations for the enemies, but that will come soon :).
If you wonder why there's no "flashy" damage showing off on the main character, it's because there is no "take-damage" animation for the main player yet, so you'll see him aiming his gun in some direction instead
And the reason why you really stopped by, the youtube video:
Until next post!
SolarStrings
This weekend I hosted DreamCode Winter 2011, where 11 inde game developers got together and we had tons of fun coding and showing our games to each other.
During this weekend I finished the Sound FX section in the world builder and also put some new graphics into the game. I have not received all animations for the enemies, but that will come soon :).
If you wonder why there's no "flashy" damage showing off on the main character, it's because there is no "take-damage" animation for the main player yet, so you'll see him aiming his gun in some direction instead
And the reason why you really stopped by, the youtube video:
Until next post!
SolarStrings
Thursday, 10 November 2011
New Character + Multiplayer test
Hello!
I was thinking about waiting until I had all the main character animations in place until making a new blogpost, but thought... It can't hurt to show him off a bit earlier.
There is two animations coming in soon: spin jump & running animation without shooting.
I'm currently working on fixing the the main character & other stuff running as it should in multiplayer. I have a few things to add, and also a couple of things to add timers to. Since switching from frame-based rendering to time-based rendering, I still have not tied up all the loose ends. But, what matters is that the project is going forward, and more things are being added and fixed with time!
One example of a loose end for example is that the enemy death animation is not displayed when the other player killed it. This is old network code not sending the right state. However, these things are quickly fixed!
And the real reason why you came here: The YouTube Video:
Until Next Post!
SolarStrings
I was thinking about waiting until I had all the main character animations in place until making a new blogpost, but thought... It can't hurt to show him off a bit earlier.
There is two animations coming in soon: spin jump & running animation without shooting.
I'm currently working on fixing the the main character & other stuff running as it should in multiplayer. I have a few things to add, and also a couple of things to add timers to. Since switching from frame-based rendering to time-based rendering, I still have not tied up all the loose ends. But, what matters is that the project is going forward, and more things are being added and fixed with time!
One example of a loose end for example is that the enemy death animation is not displayed when the other player killed it. This is old network code not sending the right state. However, these things are quickly fixed!
And the real reason why you came here: The YouTube Video:
Until Next Post!
SolarStrings
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