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1  Games Center / WIP games, tools & toy projects / Re: Nine Levels on: 2018-01-13 22:48:52
Good work so far, I like it!
Thank you for the feedback @Gornova, it's very much appreciated!

I've made some platformers in the past and found really fun to do and to play Cheesy
Are any of them available somewhere where I can try them?

Hope you will release soon as desktop/web too so I can try it Cheesy

Idea: add some mid/final bosses and some puzzles, my 2 requests Tongue
It's very likely I'll disappoint you on both requests I am afraid.  Cry

When I did Grapple, I found out that I am not very good at creating platform puzzles. In Nine Levels the only puzzle will be figuring out the fastest way to beat the level.

As for bosses, initially I hadn't planned on adding any since the game doesn't really progress like a platformer with an over-arching goal (like saving the Princess in Super Mario Brothers).
Having said that; I also like to incorporate feedback I get as I post the progress here (which is part of the reason I post about my games), so let me get back to you on that one. I just might add some sort of boss  Smiley .

2  Games Center / WIP games, tools & toy projects / Re: Nine Levels on: 2018-01-10 19:41:45
It looks really nice. Can't wait to play it. =)
Thank you, hopefully it shouldn't be that much longer until it's finished.

In the meantime; I've added another enemy, this time an exploding pumpkin because what game is complete without one of those:
Click to Play

They drop at a configured interval and walk until they hit another Box2D body, they have a set life-span and at the end they stop and explode.
The explosion causes a small shockwave that might push the player off a ledge if he/she is close enough.

The pumpkins cannot be killed.

Also, posting this gif I realize that the parallax background for this level is wrong, it should be a snowy one instead of grassy hills  Emo
3  Games Center / WIP games, tools & toy projects / Re: Nine Levels on: 2017-12-23 15:39:56
As this game uses an on-screen joystick and the feel of it is important I wanted to give the player the ability to customize the size a bit.
I've added a settings screen where this can be configured and the way it is previewed is by showing the controls as they would appear in game when the user change the size, and then fade them out to avoid them cluttering and making the settings screen confusing:

Click to Play



Update!

I've added a HUD showing the number of coins left to collect and the elapsed time (the font used was part of the graphics pack I am using for the levels).

I've also fixed it so that spinning coins are displayed and there's a new type of enemy, a blue slime thingie that right now cannot be destroyed but I am thinking I'll probably make it so it can be jumped on and squashed or something.

Click to Play


Next task will probably be different materials for the ground as the tile-set comes with this cool winter theme and I want to have slippery ice in the game.

Another update!

I've added breakable brick blocks that can be destroyed in a very Marioesq manner by jumping into them from below, each consecutive hit earns one coin and after 4 coins the brick breaks, the idea being that it will provide a choice in some situations; either break the brick as soon as it's encountered or use is as a step to reach another place first, then come back and break it.

I've also added a new enemy, a bird that sits perched until the player gets close then it starts chasing the player, if it gets really close it dashes towards the player at a slightly higher speed.

Click to Play


Next update will be adding music and completing all the levels, after that it's really only Google Play integration for the leaderboards that remain.



4  Games Center / WIP games, tools & toy projects / Re: Nine Levels on: 2017-12-20 22:42:12
So I playing around implementingan an enemy, if it walks into the player then the player dies:
Click to Play


Initially I thought I was going to use a Kenney sprite-sheet and my plan was to make the player jump twice on the little alien guys that Kenney has so many of, first jump to knock off their helmet and the second jump to kill them.
I am now leaning towards using this sprite-sheet from GrafxKid instead and as luck would have it he has a character that can be dispatched using two jumps as well:
Click to Play


I am not sure it's clever to have an NPC that is taller than one tile, but I guess if I design the levels so that they never occupy an area where the available height is just one tile it should be ok.
5  Games Center / WIP games, tools & toy projects / Re: Nine Levels on: 2017-12-16 20:57:29
So I am using TileD to create the levels and for past project I've built the visual parts as tiles and the physics world as geometric shapes in a object layer rather than a tile layer. That approach give great flexibility but it also means that the world has to be defined twice, first visually then physically, it can get a bit messy if the levels have many things going on as can be seen in this gif from a previous project of mine:
Click to Play


For this project I've opted for a different approach, this time I've applied metadata to the tiles in the tile set used in TileD, and then my level loader reads that and build the physical world from the visual parts.
I'm not sure it's a better approach yet but so far it seems to be working Ok and I am getting levels built and tested faster than before.

The gif below shows what the first test level looks like with and without the visual parts on top of the physical Box2D world:
Click to Play


I am using a tile set from an artist called GrafxKid, I think it looks cool and it'll probably be the one I use for the final version.
6  Games Center / WIP games, tools & toy projects / Re: Nine Levels on: 2017-12-14 21:59:21
To implement one-way platforms (that is a platform the player can jump up through, but will not fall down through) I hook into the Box2D contact listener.
My game entities can be either Contactable or Collidable, they're both sort of similar but have slightly different capabilities:
  • Contactable
    The entities are notified when a contact occurs, at which point they're given the other object and their Fixture that was involved in the contact.
  • Collidable
    The entities are notified when a collision occurs and can tell Box2D to cancel the collision before any collision response have been applied.
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      world.setContactListener(new ContactListener() {
         @Override
         public void preSolve(Contact contact, Manifold oldManifold) {
            Fixture fixtureA = contact.getFixtureA();
            Fixture fixtureB = contact.getFixtureB();
           
            Object userObjectA = fixtureA.getUserData();
            Object userObjectB = fixtureB.getUserData();
           
            boolean disableContact = false;
            if (userObjectA instanceof Collidable)
               disableContact |= ((Collidable)userObjectA).collides(userObjectB);

            if (userObjectB instanceof Collidable)
               disableContact |= ((Collidable)userObjectB).collides(userObjectA);
           
            contact.setEnabled(contact.isEnabled() && !disableContact);
         }
         
         @Override
         public void postSolve(Contact contact, ContactImpulse impulse) {
            contact.setEnabled(true);
         }
         
         @Override
         public void endContact(Contact contact) {
         }
         
         @Override
         public void beginContact(Contact contact) {
            Fixture fixtureA = contact.getFixtureA();
            Fixture fixtureB = contact.getFixtureB();
            Object userObjectA = fixtureA.getUserData();
            Object userObjectB = fixtureB.getUserData();
           
            if (userObjectA instanceof Contactable)
               ((Contactable)userObjectA).handleContact(fixtureA, userObjectB);

            if (userObjectB instanceof Contactable)
               ((Contactable)userObjectB).handleContact(fixtureB, userObjectA);        
         }
      });


Using these interfaces the Player entity can check when the collision occurs if it is with a part of the terrain that has been marked as one-way, and if it is, cancel it.
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         if (terrain.isOneWay()) {
            if (isFallThroughOneWayPlatformsEnabled())
               return true;
           
            if (isMovingUp())
               return true;
            else {
               float py = body.getPosition().y;
               float ty = terrain.getVerticalPosition();
               boolean playerCenterIsBelowTerrain = py < ty;
               
               if (playerCenterIsBelowTerrain)
                  return true;
               else {
                  boolean playerCenterIsMostlyAboveTerrain = py - ty < Player.bodyRadius * 0.975f;
                  if (playerCenterIsMostlyAboveTerrain)
                     return true;
               }
            }
         }


It requires a bit of logic to determine if the Player is sufficiently above the platform (in my case 2.5% of the size radius of the player)  to enable it, also to allow the player to drop down through a platform on command.

I thought it would be tricky to-get one-way platforms to work but it turned out to be a lot easier than dealing with other edge-cases of the implementation.
7  Games Center / WIP games, tools & toy projects / Nine Levels on: 2017-12-09 19:39:00
I have decided to build a platformer game for Android.


In past posts here on JGO I've stated multiple times  (like this, this or even this) that I will never do another game that requires me to design levels but I think that if I limit the number of levels to a ridiculously low number, like nine, I should be fine.

So I'm going to call this game Nine Levels, it will be a 2D platformer where the objective is to collect all the collectables (most likely gems or coins) as fast as possible. To add replay-value I'll keep track of the best times and the plan is to also include Google Play leaderboards so that the players can compare their time to other players.

Right now the game is a very early stage and I am trying out some core mechanics that I would like to implement:
  • Basic jumping (obviously)
  • Enemies patrolling between two points
  • Enemies that walk until they hit an obstacle and then turn
  • Enemies that fly and attack when spotting the player
  • Enemies that can be killed by jumping on them
  • Enemies that can be hurt by jumping on them
  • Two way platforms (i.e. platforms that you can jump up through them, but down fall through them)
Additional things
  • Google Play leader board integration
  • Google Play achievements (not sure if this really adds anything)

I am using libGDX for the game library and  Box2D for the physics, not because it is necessarily a good fit for platform physics but becuase I really like it and want to get better at it.
Rendered using the debug renderer it right now looks like this:
Click to Play


For graphics and audio I'll try to find some CC0 licensed assets, which likely will mean I'll turn to Kenney again as he is awesome.

I'll try to post somewhat regular updates on my progress here and any comments you guys might have is greatly appreciated.

Thanks.
8  Games Center / WIP games, tools & toy projects / Re: Silicon Tycoon on: 2017-07-22 12:56:19
What will the game-play be like?
9  Games Center / WIP games, tools & toy projects / Re: Robot Farm on: 2017-03-20 11:09:13
I just saw this, it looks awesome.

Well done!
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-03-11 10:11:46
I'm gonna buy a PS4 after work.  Game recommendations are welcome.  I think I'm getting the Uncharted 4 bundle, with FF15 and Mortal Kombat X.  I'm so excited and I feel like I'm 12 again lol.
  • Uncharted 4
  • Last of Us Remastered
  • Firewatch
  • The Witness
  • Journey
  • Unravel
  • Inside
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-03-05 12:01:58
Built a tool that lets me combine sprite sheets where I can dictate where the different parts end up as that makes working with the Tiled map editor so much easier.

Click to Play
12  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in on Google Play on: 2017-01-18 09:46:01
I consider this project done.

If any mods see this, feel free to move it to Showcase.

Thanks.
13  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in on Google Play on: 2016-12-30 12:46:39
I like it! I'm using that exact same music in my game! I found it on opengameart.org!

Thank you!

Yeah I found most of the assets on opengameart.com, the music is by SketcyLogic and the graphics is of course by Kenny.

14  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in on Google Play on: 2016-12-27 14:54:44
This project is out of beta and finished now (available for download https://play.google.com/store/apps/details?id=com.bornander.lala.android). Finally.
Desktop version available here; https://drive.google.com/open?id=0B38R323dMc0oa2pHemN6OE0wRzQ.

A big thanks to everyone who commented on this thread and provided me with much needed feedback!

15  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-12-22 08:21:39
I think that's a pretty nice video for the trailer, shows all the major features quite well.
Thank you.

Although it was only 1:20 long, for some reason it felt a bit too long, not sure why though. Maybe try taking out 1-2 levels and see if you can still get the same feel from it?
I agree, it feels too long, Thank you for pointing it out.
I'll try to cut it down to be under a minute, there really is no point in showing me do the elaborate builds when seeing the result gives the same information.

Otherwise, it looks great and if my kids were still little I'd get it for them right away!

Great job!
Thank you, I appreciate the feedback and your comment made my day!

16  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-12-17 08:51:07
I just finished the release trailer for the game, this is the video that would go with the store listing on Google Play, and I'd love to hear any feedback you guys might have.

<a href="http://www.youtube.com/v/mVVZ-IUYYHQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/mVVZ-IUYYHQ?version=3&amp;hl=en_US&amp;start=</a>

17  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2016-12-16 13:20:25
This looks really cool!

Well done.
18  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-12-13 19:22:48
Some clever person pointed out that if I am making a game for 3 year olds then maybe textual instructions aren't such a great idea, so I've been playing around with a visualization on some of the early levels to give hints as to what the game mechanics are:

Press play to walk
Click to Play

Drag and drop blocks
Click to Play

Drag, drop and rotate blocks
Click to Play


The little hand animation display once at the beginning of three of the levels.

I would love to hear if you guys think this is an improvement, or if it just confuses things.
19  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-12-07 09:16:38
Edit: P.S. I guess I am not clever enough to solve the last level in the last world Cry

Well this is really rather embarressing, the game is for kids aged 3-6.
Are you saying you struggle to operate at the mental level of a three year old  Roll Eyes
20  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-12-05 19:52:00
It may sound weird, but I somehow feel that the home-, x- and play button are too "edgy". They just don't look very smooth according to my eyes (Sorry, I'm a petty person). About the fancy part, I would just try to change the color a bit. Maybe some orange/red to still stand out from the level enviroment.
I haven't done anything to make the buttons less sharp, but I changed the look of them to this;
Click to Play


Aside from pointing out irrelevant things no one else probably cares about, I found a few bugs:
  • In the 4th world (pink alien) level 5 and 6 are exactly the same
  • My game crashes when I want to start the last level in the last world(yellow alien)
Thank you for pointing these out, they are fixed and a new version is available in Google Play soon.

I created a new level for the Pink level 5, it's will be called STAMPLER'S LEVEL as you were the one finding the problem Smiley
21  Games Center / Showcase / Re: My first Android game AstroWarp on: 2016-12-02 14:39:38
Dude, this game is still hard as balls.
22  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-12-02 05:53:23
Hi,

First off all I really like your game and I wouldn't change anything about the game mechanics.
Thank you.

The only thing I would improve are your graphics for the buttons on the play screen. I don't think your target group cares much about the looks of it, but IMO they don't really fit into the whole scenery. The buttons are just plain black and white and not even centered. I'd love to see some more "fancy" buttons.  Grin
I agree that it's weird that they're not perfectly centered, they're Kenney buttons but at some point I must have broken them.

In terms of "fancy", in what way would you want me to make them fancier? More color, other shape's,  different symbols?

Anyways, it's a great game  Pointing
Thank you, your feedback is much appreciated!
23  Games Center / Showcase / Re: Dating Simulator 2016 on: 2016-12-01 10:15:15
The demo video on youtube for this is hilarious.
Well done.
24  Games Center / Showcase / Re: My first Android game AstroWarp on: 2016-12-01 10:01:02
Well done on completing you first game, good job!

I found it a bit too hard and I think it would be better if the difficulty increased as you play.
On my first attempt I got hit by a fast asteroid within a second of starting the application, that didn't seem fair Smiley
25  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-11-29 19:05:58
A note on tracking progression;

The game is aimed at young kids and because of that I don't want any online aspects, including Google leaderboards or achievements.

The way I let players track their progress is by having a home-world screen where the aliens that have successfully made their way to their space ship can be seen landing.

Click to Play


So as someone completes more and more level, that screen will fill up with colorful, dancing aliens. I am hoping kids will find that amusing.

I think I need to do something about the background though, the gradient currently in use is a bit drab and boring.
26  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-11-27 16:56:01
This is the last time I make a game that requires level design.
I love level design, it's probably my favourite part Tongue

For my next game I am teaming up with you, @J0, whether you like it or not...
27  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-11-27 13:04:02
Finally finished designing the last of the 60 levels.



This is the last time I make a game that requires level design.
28  Games Center / WIP games, tools & toy projects / Re: [LibGDX] Mischieviots: A light-hearted turn-based 2D RPG on: 2016-11-24 06:53:56
This looks brilliant, well done!

29  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-11-22 16:27:41
Very nice game.
Works fine on my oneplus 2.
Thank you!

Of course it is very easy but I like systems when you can skip a hard level because you have always 5 level to play and not only one.
Yes I thought kids might get frustrated if I forced them to complete one level before being allowed to try the next, so the unlocking (at least after the first chapter) will be fairly aggressive with one completed level unlocking 2 or 3 new levels.

But overall I like  the game mechanics and found no bug in the first 20 levels.
Cool, I appreciate you taking the time to test something that's in alpha and that you're also not the target audience for (I am assuming you don't fall into the age range 3-7  persecutioncomplex ).
30  Games Center / WIP games, tools & toy projects / Re: Lala - Now available in alpha on Google Play on: 2016-11-21 07:49:45
How I deal with problems Cool

Creatively, it seems  Cheesy
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