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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!
13th May, 2015
Yesterday I took some time to create a Choon to go along with the dark lava theme, and although it wasn't exactly what I aimed for, it does fit the gameplay reasonably well.
Coupled with the theme constantly battling it's own brightness, it makes for a quite tricky theme to play against. I'll probably leave this theme until near the end of the game, since it is alarmingly difficult to see what's going on!
It's a nice theme, though, especially with those added parallax layers slowly floating about the place.
12th May, 2015
Well, it was somewhat inevitable that I'd keep the "Not Mario, Honest!" theme in the game.
After a number of tweaks and fixups, the theme doesn't look "too" Mario-esque. It's still got a Mario vibe, but it's definitely all hand drawn by an artistically incapable fool!
Next theme..? Not sure. We'll have to wait and see what turns up!
11th May, 2015
Not a whole lot of news from yesterday, but that was mostly due to me not being in a coding mood.
Instead, I did at least manage to create the following ALChoon.
Which, I'm pretty sure, will be used for the "Definitely Not Mario" theme. Maybe..
Meanwhile, I managed to figure out why that odd "frame behind" bug was happening in my scrolling, and now everything's behaving as it oughta be..
10th May, 2015
Yesterday, I completely rejigged the "Bounce" of SpikeDislike.
Originally, the bounce was a simple Sine-wave, and has in fact been this in EVERY version of SpikeDislike, but this time I'm hoping to add a couple of new elements which have required a minor tweak in the usual ball bouncing mechanic.
This isn't something to be taken lightly, as I had to be absolutely sure that the end result still "felt" like Classic SpikeDislike.
At the moment it's a teensy bit floaty compared with the old, and I can no longer be exact with how high the ball's going to end up (it'll be a case of tweaking numbers to get the right feel) but for the most part, the engine's not noticably any different.
A couple of nips and tucks, and all the maths will be working without too much of a hitch.
Additionally, there's still "something" wrong with the basic left/right movement. Some elements are scrolling a single frame later than other elements. This is a minor minor minor issue, and it's something that most people won't notice. (eg, Space Channel 5 does this... Sega didn't seem to care..) .. But it's bloody well there, and I know it!!!
Note : Craptastic looking flowers are MOST DEFINITELY only temporary!
I still need to shuffle the layers about a bit. They work fine in that position for the Faux-3D view, but not in standard view.
Background parallax stars are now much more defined. .. I'm currently double checking they're not "too" noticeable that they effect the gameplay.
9th May, 2015
Yesterday I found myself trying out a variety of themes, to figure out what does and doesn't work in the new engine.
Here's a brief selection of those tested.
Definitely Not Mario, Honest!!!
Don't be expecting all these to show up in the end result, as they're simply tests for now, but they're giving me a good idea of what kinda of extra layers I should be aiming to add into the engine.
I'm also finding myself fiddling with the physics in the different modes, and coming up with interesting new ideas that might be added into the end game.
So, right now, there's not a whole lot of new stuff to show, but there's certainly a whole bunch of ideas flowing from the strange bits and pieces that I'm creating.
8th May, 2015
Or, at least, nothing I can show off just yet. I'm struggling to design decent looking new themes, whilst trying to stay clear of repeating what was in SD2. Which is a lot.. Meaning I've made my job much much harder!!!
Meanwhile, I'm still fiddling about with layers. They "sometimes" work, but occasionally get in the way of the raw gameplay, which is BAD!!
Going to have to put a lot of planning into exactly what sort of foreground elements may or may not work for the game.
I also tried to create a new tune, but as anyone who's been following my musical inability for a few years knows, my musical skills come and go. Yesterday wasn't a good day, musically, and what I DID manage ended up sounded awful.
7th May, 2015
Not a lot of progress, yesterday.
A LOT of stuff happened, but nothing substantial enough that I can show it off!
I started adding background layers to SpikeDislike3, but at the minute it's all nasty looking temporary art. I'm quite surprised, however, that it worked as well as it did in the Faux-3D mode. Mmm.. Parallax!
It took a LOT of effort to get the new elements in place, and I'm hoping that the iPhings (at least) can cope with everything that's going on.
Seriously, this game has WAY too many random sprites being flung around on the screen at once. I'm totally going overboard, and will no doubt have to scale RIGHT back once I try it out on my poor little iPod Touch!
..Meanwhile, here's an ALChoon!
This tune is currently the tune for the Faux-3D mode.
6th May, 2015
Yesterday I decided to try out something a little unusual for me. I attempted THREE DEE!!!
Not "proper" 3D, of course. I'm too lazy for that!
Instead, I took the 2D game engine, added a Skew function to tilt everything at an angle, then plonked the standard graphics over the top.
I wasn't expecting the result to be playable, but oddly enough, it's absolutely 100% normal. In fact, since the engine sticks to the original 2D principles, the game's entirely playable like this, and there's no adverse side-effect.
The entire game will NOT look like this, though. This is simply ONE of the many graphical themes that are being implemented into the game, much like the varied themes in SpikeDislike2.
So, that was yesterday's "theme".. Quite what happens next, is anyone's guess, but I'm going to be playing with every effect I can, this time around!! (Assuming the devices can keep up with all the chaos, that is!)
5th May, 2015
That might change at some point in the future. For now, it'll do as it is.
It only appears once, right at the start, anyway.. So it's not going to keep cropping up all the time.
Lazy and cheap, but it gets the point across.
There's going to be a lot of love crammed in to SpikeDislike3!
.. Even if it does look exactly the damn same!