Thursday, 22 October 2015

22-10-15 Updates and New Ideas

I've got the game working well on iPhone now, after struggling through all the apple licence stuff... urghhh why did they have to make it so complicated!?! Anyway...

The best way I found to implement the touch controls was to have each side of the screen correspond to left and right respectively. this means the whole screen is a button. I did experiment with many different control methods, all of which worked OK for movement, but when I tried to add the jump button as well everything quickly fell apart. Turning the game into a nightmare to play!

So, after much consideration, I've decided to completely remove jumping all together. I know what you're thinking, how can a platformer not have a jump button? That's where the different powerups come into play.

I've come up with a few new ideas to make it more fun and less frustrating to play on a touch screen. By less frustrating I do not mean simpler, just easier to control. So don't worry, some of the later levels will still pose a considerable challenge!

The first new power up, and the one that will be replacing the jump is the "Bouncy Donut" This makes the player super bouncy for a short time, meaning that you can jump off a ramp and bounce considerably higher than before, meaning there can still be some platforming sections. It will be hard to refine this style so its still controllable but I'll give it my best shot!

The second power will be a flying power which will make the donut follow your finger as you move it around the screen. It will last for a few seconds then he will fall back down to the ground. This will be a great way of letting him move vertically through the levels as long as they are designed well enough to use this method of moving.

After you collect a power up for the first time it will get added to a list at the top of the screen which you can click on once per level to use the power up in any stage.

Some points in the level will also have objects you can interact with by clicking on them such as moving platforms or switches which control something in the level. hopefully having interactive areas of the level wont affect the movement controls...

one possible object could be a magnet of sorts which propels the donut towards it.

A new power up which gives your donut a metal coating which not only makes you invulnerable to enemy attacks but also lets you gravitate towards magnets which could be placed around the level.

I wrote this the other day, and now i'm thinking it might be good to just scrap the game as it is now, and start a fresh, clear out everything that isn't used, fix all the problems with the powerups not working properly, start with some proper menus and levels...

I'm just rambling now... So i'll stop... enjoy some photos of the game running on my phone!

Thursday, 15 October 2015

15-10-15 Updates

So, the biggest news this update is... I got an iMac! Going from a tiny 720p screen to an amazing 5K display has made such an incredible difference and the Fusion drive has made everything so fast and smooth its amazing...

Look at how much screen space I have now!

I've been trying to get it to work on iOS so I can test it on an actual device but i've ran into all sorts of problems, I think i'll need to do a lot more research into how the developer certificates work and how the apple dev program works with Xcode and Stencyl... It's all so confusing! the closest i've got so far is getting it to play in an iOS simulator. Although you can't move or anything as I haven't figured out how to implement a virtual joystick or any kind of touch screen controls yet... I've got the weekend free so hopefully i'll make some progress on that front soon!

Heres a shot of the iOS simulator showing the resolution the game will be on an iPhone 6 (although it's scalable to any screen size)

As for whats changed... not a whole lot, I made some changes to the test area to make it a bit easier to play through and have been experimenting with some new graphic styles for the times used int he levels. Apart from that most of what i've been doing this week is just gathering more ideas on paper and thinking how I can simplify the game as I'm a bit worried i'm over complicating it.

Expect a bigger update on Sunday.

Tuesday, 6 October 2015

06/10/15 Updates

Two big gameplay changes this time.

Firstly, The sticky donut now has a purpose! I have managed to make it so when you become a sticky donut you can climb walls which are covered in icing. I did this by changing the gravity then changing it back when you stop touching the wall or hit a certain invisible block (used to make sure the gravity changes back just in case it didn't work!

The second gameplay enhancement is a spring! Used in the levels where you wont get the jumping power up, the spring will propel you (and enemies!) upwards into the air. Useful for reaching platforms!

I've probably been getting a bit ahead of myself here and should probably focus on getting the game working first but I've been looking into music trackers to create some midi music for the game (I used to really enjoy making music back in the eJay days!) so I've been messing around a bit with them but nothing too serious yet.

I really need to spend some time getting the basics such as collectibles and level select working properly so that's probably what i'll focus on next... This bit seems like its never ending! >.<

Also finally, as the game is getting to be more playable, I've been looking into getting a Mac so I can actually test it on the iPhone and iPad which is where I want to see the game end up! as well as a version somewhere online too for all you non Apple folks! I won't be porting to android though as I don't have anything to test it on nor do I know anyone that's got android any more! So unless you want to donate me an old android phone or tablet its not happening! :P

Also I'd love to see it one day on a Nintendo platform, which actually doesn't seem like an impossible dream any more thanks to the Nintendo Web Framework, but still its expensive... Apparently.

Monday, 5 October 2015

Assets needed

A mind map of all the possible assets I'll need for the game. Still a long way to go! And some things I haven't though of yet...