I've created a quick joke game called Don't Cry Ronaldo.
In the game you have to stop the balls, yellow cards and Messi's from coming near Cristiano Ronaldo, while letting him drink his milk.
The game is available for Android Mobile phones here in the google play store:
https://play.google.com/store/apps/details?id=com.sionco.nolloresronaldo
Have a laugh and enjoy it while you watch Euro 2012
15 June, 2012
14 June, 2012
NaGaDemo, Delays and Finding a new tool: Monkey
A week has passed since my last update.
But I've been frustrated with processing.org. It's definetly not suited to a tilemap based game. So, I've been thinking long term and looking for a good game engine/language that I can use long term for bigger games. Over the past few days I've been looking at the languages ease of use, what targets it can compile for (most important is Android), and then small things such as if it's possible to add adverts.
I eventually came down to, libGDX, Gideros, glBasic and Monkey, which all felt not so difficult to get into. I think, I was a bit overwhelmed with libGDX coming from a Basic background. I really liked Gideros, and think it's an awesome tool if your just focuesed on Android or the IPhone. But, my choice came down to glBasic (which I had used before) and Monkey, which both can compile the same code for a variety of platforms, from Android and iOS to Windows and Linux (among others)
I have chosen Monkey for two reasons, first there are community created modules for using ads in mobile games, and secondly, it's not too far away from my first love, BlitzMax.
Anyway this means that my NaGaDeMo game has taken a step back as I rewrite it in Monkey, (I'm at the same point as I was in Processing and it has taken only a few hours). I hope that the loss of 7 days will allow me to complete it. Also, at first it will probably only be available for HTML5, as I'll have to wait until my next pay day to buy Monkey, which will enable me to compile for Android (and PC and Flash).
For very small games I will continue to use Basic4Android.
But I've been frustrated with processing.org. It's definetly not suited to a tilemap based game. So, I've been thinking long term and looking for a good game engine/language that I can use long term for bigger games. Over the past few days I've been looking at the languages ease of use, what targets it can compile for (most important is Android), and then small things such as if it's possible to add adverts.
I eventually came down to, libGDX, Gideros, glBasic and Monkey, which all felt not so difficult to get into. I think, I was a bit overwhelmed with libGDX coming from a Basic background. I really liked Gideros, and think it's an awesome tool if your just focuesed on Android or the IPhone. But, my choice came down to glBasic (which I had used before) and Monkey, which both can compile the same code for a variety of platforms, from Android and iOS to Windows and Linux (among others)
I have chosen Monkey for two reasons, first there are community created modules for using ads in mobile games, and secondly, it's not too far away from my first love, BlitzMax.
Anyway this means that my NaGaDeMo game has taken a step back as I rewrite it in Monkey, (I'm at the same point as I was in Processing and it has taken only a few hours). I hope that the loss of 7 days will allow me to complete it. Also, at first it will probably only be available for HTML5, as I'll have to wait until my next pay day to buy Monkey, which will enable me to compile for Android (and PC and Flash).
For very small games I will continue to use Basic4Android.
06 June, 2012
NaGaDeMo 6th June. Small Updates
Today, I've added tiles, so it looks a bit better, and in the editor you can set the start position of the player. Also, fixed one of those really stupid errors (AGAIN!!), which seems so obvious after you've corrected it.
It does look like the game is going towards an infiltration type game, although I'm still unsure of the theme (as discussed here)
It does look like the game is going towards an infiltration type game, although I'm still unsure of the theme (as discussed here)
05 June, 2012
NaGaDeMo 4th June, Android shooter Update
Wow, two posts in the same day!
First a screenshot, showing that a basic map created is loaded in the game (still no textures or objects)
and also, I've only just seen this game through searching google images, but this is the sort of look I think I am leaning too:
http://db.tigsource.com/games/hakaiman
Also, I'm still not totally convinced about the control system. As said in a previous post, I'm currently using a system where the player moves to where the user taps, but feel that this might not be great for one to one combat. However, I don't really want to take up more space on the screen, with a control pad overlay. Any ideas? Anybody reading?
First a screenshot, showing that a basic map created is loaded in the game (still no textures or objects)
and also, I've only just seen this game through searching google images, but this is the sort of look I think I am leaning too:
http://db.tigsource.com/games/hakaiman
Also, I'm still not totally convinced about the control system. As said in a previous post, I'm currently using a system where the player moves to where the user taps, but feel that this might not be great for one to one combat. However, I don't really want to take up more space on the screen, with a control pad overlay. Any ideas? Anybody reading?
04 June, 2012
NaGaDeMo 4th June: A good nights Sleep!
The wonders of a good nights sleep. A problem that I coudn't figure out yesterday, was solved within a few minutes today.
I'm pleased with the progress of my overhead shooter game which I'm aiming at Android mobile phones.
Progress:
Basic movement, player turns and moves to where the user clicks/touches.
Clicking the buttons (currently the white boxes at the bottom) causes the player to shoot.
Basic Level editor.
Next steps.
Add enemies
Add the ability to add objects, enemies to the level editor.
03 June, 2012
NAGADEMO Day 2 . progress
It doesn't look much, but it's a start.
Today I have created the start of a simple level editor, to create the 'rooms' and levels for my game, and also have implemented basic movement for my character.
I'm still not 100% decided on two points:
- Whether to have 360 free rotation, or 8 directions and more restricted tile based.
- Whether to use the overhead perspective as shown in the screenshot, or use a 60% perspective as used in RPG's. Now, using an overhead, would be easier for me in the art department, and maybe in the resource department, which could be important, as I'm trying to create this game for Android mobiles.
NAGADEMO - Day 2. The Idea, The Tools.
Ok, for my game for the National Game Development Month, I've decided to create a overhead shooter for android phones, where the user controls a man (I haven't decided on the theme yet) and has to complete missions.
For my development tool, I've done some tile map demos using both basic4android and processing.org, but am leaning more towards processing.org, as basic4android just seems completely wrong for an action game engine, making things such as drawing sprites in the game loop over complicated and more resource hungry.
With processing.org, It's a really fun language, and ofcourse it means that with a bit of editing the game will be able to run on Winodows, Linux, Mac(although I won't as I don't have a Mac), browsers as well as my main target ofAndroid.
For controlling the player on the phone, I have to make some tough desicions, whether to super-impose a small control pad onto the screen (thus, compromising the playing area), or work out a easy yet fun control method using tapping the screen to perform actions.
The world will be made up of tiled rooms, (indoor and outdoor) that connect.
The two themes that I'm thinking of are either a classic Star Trek inspired game, or a Mission Impossible, Metal Gear Solid, Splinter Cell, etc.. spy game, where the objective is to infiltrate somewhere without being seen.
As, this blog and my apps in the Android market show, I've often failed to finish bigger games, and all of the games that I've finished have been silly jokes, or very small games. But hopefully, with NAGADEMO, I'll be able to finish a bigger game that satisfies me.
Some Ideas:
For my development tool, I've done some tile map demos using both basic4android and processing.org, but am leaning more towards processing.org, as basic4android just seems completely wrong for an action game engine, making things such as drawing sprites in the game loop over complicated and more resource hungry.
With processing.org, It's a really fun language, and ofcourse it means that with a bit of editing the game will be able to run on Winodows, Linux, Mac(although I won't as I don't have a Mac), browsers as well as my main target ofAndroid.
For controlling the player on the phone, I have to make some tough desicions, whether to super-impose a small control pad onto the screen (thus, compromising the playing area), or work out a easy yet fun control method using tapping the screen to perform actions.
The world will be made up of tiled rooms, (indoor and outdoor) that connect.
The two themes that I'm thinking of are either a classic Star Trek inspired game, or a Mission Impossible, Metal Gear Solid, Splinter Cell, etc.. spy game, where the objective is to infiltrate somewhere without being seen.
As, this blog and my apps in the Android market show, I've often failed to finish bigger games, and all of the games that I've finished have been silly jokes, or very small games. But hopefully, with NAGADEMO, I'll be able to finish a bigger game that satisfies me.
Some Ideas:
Labels:
android,
development,
diary,
game,
linux,
nagademo,
processing,
tile
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