The game thus far has gotten a little more complicated. The graphics are less than ideal but I have spoken to a man that knows graphics so hopefully that will get going soon enough. I worked on porting to Android last night and the whole process took about 2 hours which wasn’t bad. (time includes environment set up).
The problems I am currently facing are the following: the canvas on android is slow. I haven’t hit any issues yet and the game is running at 20 frames per second but I feel like this is going to lag with long lasting games so cleanup will need to be done on some of the objects in the game. The second problem is that I am using Cordova (formerly PhoneGap) which is an excellent product but it is not built for game development so there is a lot of un-necessary overhead which makes me want to do it all again in Java.
There is a demo version located here but it doesn’t include a pretty large list of features.
The linked version is lacking randomly generated map, units unbalanced, specific logic, large list of bug fixes.
I will not be working on the game today but there is a very large list of things to do that will make this game a little more unique. One of which is sound…
I have now added in some gravity and velocity to the game. I still need to tweek a few things to make it a little more enjoyable and give it a better transition of movement. At the moment everything tends to happen rather quickly and it looks really blocky and buggy.
At the start of the round the player drops from the top left and lands on the floor. This is the first proof of concept that the dropping of the character is working.
The next thing on the list is to go through the blocks that the character can land on. This is going to involve creating an array of platforms and checking to see if the character should have landed on it based on where it came from, where the platform is and where it is going.
Yay math! Yay branching statements!
Currently working on a little plat-former game engine that is currently being built rather slowly but I am happy with the current rounds of performance and how well everything has been coming together. I now have colliding objects and an integration of tweening motion between points with movement levels. An example of this is the sun moving right, down, left and up again by 50 blocks per 50 or so cycles.
The next step in the project is to built a proper gravity engine that will allow for player velocity through the x and y co-ordinates along with object collision with all blocks that will act as ground blocks meaning that if the player hits them they will then be registered on that level and will be able to be moved with the keyboard again.