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23rd May, 2015
Yesterday I planned to do one thing, but ended up doing something completely different!
I'm not entirely sure why, but it might've had something to do with me listening to an 80s compilation at the time.
WARNING : Listening to music can seriously damage your planned development schedule!
Suffice to say, my 80s themed theme now looks much more 80s themed, and I even created a silly "thing" for no good reason.
Why did I do it? Not sure.
Why did I stick it online? No idea.
Is it silly enough to count as marketing for a game I've yet to finish!? .. Sure, why not!!
22nd May, 2015
Lots of background work, yesterday, as I continued to work on the menu system.
The two circles on the right currently show the topmost highscore of the level selected, as well as the last score.
Now you can either tap the circles, hit a shoulder button on your controller, or hit the B button on your keyboard, to slide that section across, revealing a better scoreboard, alongside other stats like the most spikes you've passed, best combos, and things like that.
Over on the left, you'll not notice a good old-fashioned zig-zag, which does a fairly decent job of separating that tenth level, which will be the all-important "Infinite" stage of each theme.
The menu's coming together nicely, and is much more manageable than either of the previous two games' chaotic sprawling menus of insanity!
I kept it simple!! If that doesn't generate buttloads of sales, I don't know what will!!!
21st May, 2015
I spent some time, yesterday, playing around with the menu system for SpikeDislike3. It's starting to look fairly usable, now, with it's little bouncing "Next Level" thing, and all the spikes and stars in the right places.
I still need to add some sort of boundary to the left, so that the "Infinity" levels are more apparent, but for the most part, the menu is nice enough, and actually functions the way it's supposed to!
In the above video, you'll get a feel for how the menu currently works.. (With apologies for that odd glitch that happens in the video. I need to get the MacMini up and running again.. That was WAY better at making videos!!)
Stars are awarded for completed levels, Spikes are awarded for failures, and just like Sheep Goes Left, if you end up with three spikes on a level it'll open up the next level for you, because I'm not a mean-spirited evil crazy-person!
Annoyingly, because I've now created a "10 levels per graphical theme" rule, and have 13 themes ready and waiting, I'm going to have to make a LOT of levels to pad out the game!!!
20th May, 2015
Yesterday was most definitely a day of two halves.
In the morning, the world was colourful and happy.
But by the evening, they'd gotten all dull, worn out and grey.
With over 10 themes now happily playing together in the engine, I really should get back to working on that menu system.
I've a lot of elements to put into play, but hopefully it won't be too complicated. After all, I did plan ahead quite a bit, this time around!
Over the next few days, I should have finally decided on a proper set of level numbers, and will have to start thinking about achievements and things like that.
There's so much more yet to do!!
19th May, 2015
Ho, Ho, Ho!!
I don't know why this theme popped into my head, last night, but there it is!
A wonderfully festive xmassy theme.
Will this be part of the regular game, or will it only turn up at Xmas time? I'm currently unsure.
It certainly is a nice theme to play in!
18th May, 2015
Yesterday, I made this!
Taking sprites, sounds and music from Invisible Munky 2, I quickly cobbled together a SpikeDislike2 theme, and remarkably it looks pretty darn good!
I also attempted a candybar styled theme, but that didn't turn out as well, and all the striped candy bars were making it hard to tell what on earth was going on!
On top of that, I had to add "collectables" into the engine, for Munky's bananas. They weren't too hard to add, as I made use of the "Background Parallax Objects" functionality.
It's resulted in only one object onscreen at a time, but it does at least work properly, and gives you something extra to aim for.
That's roughly 10 themes in the game, now. I need to start thinking about other elements to add.. hmm...
17th May, 2015
My first session of yesterday was spent fixing up the issues I had with the little fishy theme.
I started by stripping out the fish, and replacing it with an Octopus, which although fundamentally the same sort of thing, looked a bit less weird when bouncing along the floor in the standard SpikeDislike style!
So that turned out nicely.
After that I tweaked a bit more of the standard engine, which is growing features every time I touch the thing, and fiddled about with a bit more music.
Later on in the day, I attempted an 80s styled retro theme, but I'm not sure if it'll stick, since it's kind of a bit too much to look at!!
Time will tell, whether it remains in the final game or not!
I should mention that, this time around, I have much more control over the way that things are staged, so if at any point I choose not to use a particular theme, I can simply leave out it's "World XXX" number, and the engine will avoid it. In previous editions, if I wanted to scrap a theme, I had to overwrite all of it's data, and it'd potentially be lost forever. This time, leftovers will remain intact, and may end up being used in future releases..
.. Whether that's better, or not, I'm not sure. But it's definitely easier to organise this stuff!!
16th May, 2015
Yesterday I created an underwater theme.
As good as this theme is, I'm not *quite* happy with it, mostly because the visual of a fish "bouncing" doesn't really look all that normal!!
Today I'm going to be playing about with it, to see which works better. Sin-wave based floatyness, or .. a completely different sprite!
Meanwhile, here's the accompanying choon that somehow also managed to come together really well!
15th May, 2015
Yesterday I started a new theme. A road, some sand, some water, stars, moon and some boats.
In terms of effort, it wasn't exactly a difficult theme to create, but along the way I stumbled over a ludicrous amount of bugs that were lingering in the game's engine.
You'd think, after the past few weeks, that all the annoying stuff would now be long gone, but .. nope..
Background objects were overlapping the foreground tiles, stars were showing up over the top of floors, and all manner of other odd behaviour was going on.
Still, at least I could SEE the issues, this time around, unlike that silly Lava theme, where everything's too dark to see anything!
So, with bugs fixed and the theme looking "ok", it's time to move on to the next theme. .. Or maybe some music for this theme? Not sure.. We'll have to wait and see what kind of mood I'm in, today!
14th May, 2015
Yesterday, I had a day off...
I was a lazy bugger, and did absolutely nothing of interest, whatsoever.
A lazy day, lying on the couch, playing Words With Friends and complaining on Twitter about how there's no Countdown on TV because of the horses.
I'm getting old, and set in my ways, and if there's no Countdown on, I get grumpy!
(For those who don't know about the fantastic gameshow, here's the Wiki page.)
So, yeah, mostly lazy. Hopefully I'll get something more substantial done, today. If not.. erm.. *shrugs* Tomorrow's blog will be just as uneventful!