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25th August, 2015
Nothing much worth reporting again, today.
I've still been fiddling about with characters some more, and playing around with their various physics.
I really oughta be working on the level structure a little, so I might stop faffing about with characters and instead focus on the look of the levels a little more. All the pieces are currently coming together to create something a little less special than the original, so hopefully I can find something magical along the way that brightens it all up a bit for me.
Meanwhile, today's the 6th birthday of Tetripong.
I'd love to attempt a sequel to this, but I just know it'll get a C&D within minutes of it's release! Quite how the original's lasted as long as it has, is beyond me.
24th August, 2015
Another lazy day, yesterday.
Well, I say that. I've started to reorganise the enemy sprites into a new set of groups, so that they work slightly better on Android devices. Mostly, I don't want to have that annoying "loading" stutter at the start of every level, and similarly I can't trust loading EVERYTHING into the game at once. (SpikeDislike3 had issues with memory on some devices)
Instead, I'm grouping the enemies together, and starting to organise particular types of enemies so they take up certain places within the game.
All of this is fairly complex, and also utterly boring, and results in the game looking damn near identical, so there's really no point in taking a screenshot or anything of the sort.
For what it's worth, I'll probably also be doing that for more of today, and maybe even tomorrow, as there's an awful lot of characters to get through!
So, apologies, but today's blog looks rather boring as a result.
23rd August, 2015
Seem to be in a musical mood, lately, so I attempted a second "Korg Remix Challenge" thing again, yesterday.
I don't expect to win, as there are MUCH better remixes out there, but it's been fun to take someone else's work and mangle it into AL's style!!
Other than that.. It was too hot and sticky to bother attempting to code anything, yesterday, and it looks like that might very well be the case again, today!
.. I code better when it's raining and dreary and possibly even snowing!!
22nd August, 2015
Each week or so, Korg send out a newsletter, and for the past couple of weeks I've been trying to ignore their little competition, but last night after receiving yet another email about it, I figured it was about time I gave it a shot.
So, I put down NeonPlat for the night, and turned to my iPad to do some mixing.
AL's entry turned out quite nice. It probably could've been better, but it'll do!
Since I was already in a Musical mood, I then opted to carry on in that mode, and created a second choon for the night.
Granted, it's not as good as the earlier remix, but it's not "too" bad
So, yeah, that's pretty much all I did, last night!! No Development, I'm afraid!
21st August, 2015
I've added chuckables, so I guess those need tested, too. But without enemy sprites bouncing about the place, there's not much point in having chuckables, so.. umm..
I added Jack in!
Jack is currently hopping about the place without any particular rule-set, and it'll probably be a while before I start adding rules to each of the different characters, but for now he's a handy little test object to throw things at.
Things I've learned
1. My objects need a lot of physics-tweaking before they feel good!
2. The "steps" that the level generator is making, result in a lot of the spheres bouncing upwards! I might have to "hide" steps from thrown objects, or something.
3. I need to start adding more to the generator. Walls and Spikes would probably work well at this point.
20th August, 2015
Tackling multicoloured craziness in HTML5 is NOT an easy task..
Desktop (and/or Android, OUYA, iOS, etc) version
And by comparison, the HTML5 version
As I continue to add bits and pieces, I'm struggling to keep up the lovely colourful world of NeonPlat, mostly because HTML5 is so annoyingly slow at recolouring sprites.
It's nice to include a HTML5 edition. It's handy, for starters, for testing touchscreen controls without having to compile iOS/Android test versions. But things aren't looking too good as far as colours go.
Once I've decided on all the different collectables and things, I might have another go, and attempt to include recoloured editions of all the different collectables. But for now I'm going to have to stick with lot of white objects scattered around the levels.
The three standard collectables are currently collectable, but not yet throwable. I got stuck trying to get them to look nice and colourful, and didn't get much further!!
19th August, 2015
Yesterday I loaded up JMTrackr for the first time in .. a LONG time!
I spent most of the day creating a new set of instruments for the engine, and ensuring everything still sounded .."Not awful"
After that, I fiddled with the engine a bit, and am now midway through trying to figure out a way to auto-generate Monkey-Code which includes a multitude of different choons, all in one neat little bundle.
Basically, if I can't rely on the picture-data format as it creates out-of-tune data on certain Android devices (which was one of the reasons that JMTracker was originally abandoned), and external data files are still twitchy at best, I'm going to have to compile the data directly into the game.
18th August, 2015
Yesterday's task was to get basically collectables, items, that kind of thing to work properly.
I haven't yet added the whole lot, but thought that one useful "collectable" might be a checkpoint.
A simple looking flag, which lights up and animates when touched, and is your respawn point should you die.
.. Of course, in the previous NeonPlat you didn't actually die and respawn, and instead simply lost a life. So, whether having a checkpoint is even necessary is something I'll have to deal with as I build the rest of the game.
.. But it seems like it could be useful, so it's good to have it in at such an early stage.
17th August, 2015
A slight issue with the vertical scrolling is that a lot of the graphics in NeonPlat rely on thin lines. Most of the time, this isn't a problem, but when it's all scrolling up and down with pixel precision, there's a ludicrous amount of flickering going on, and it's somewhat unpleasant on the eyes.
I'm going to have to (somehow!) put a stop to that, but .. hmmm.. So many devices, so many pixel density's, and so many screen resolutions. I'm not entirely sure how I'm going to manage to fix that.
Seems that sitting about, thinking about pixels and things, is enough to get my musical abilities into gear, as I'm creating an alarming number of Choons, this month!
No idea if any of these will be going into NeonPlat Adventures 2, though. I'd actually like to get JMTrackr back up and running for this one, or it might get a little too repetitive.
16th August, 2015
With the player physics in place, and a few tweaks to the screen scrolling, it's time to start work on the level builder.
Now I need to focus on both designing art to fit the style of gameplay, a half-a-dozen themes, as well as making the level builder work in a suitable way to create some nice enough levels, with plenty of variety, and also ensuring that all the levels are completable. ...
That last part will probably be trickiest!
I think I'll have to design an AI Player to run through the levels and ensure there's a suitable path, or something. hmmm..
Anyhoo, plenty to go.
Over the next few days/weeks, expect to see this sort of video over and over again, until something nice emerges!