26 September, 2012

GP Race Manager. Drivers market

Just a small update on the GP Race Manager (Android/linux/windows) F1 style management game.  Today I've added the ability to browse and see all the drivers in the game. This will eventually be the way that new drivers can be signed.

I'll probably change the look in the final version, such as having two columns and nice graphics behind each box. But, for now the most important thing is getting the basics working.  I've also set the screens to show the players teams colours, these are stored in the data files.

The screenshots below show:
  1. The driver browser on a mobile screen
  2. The driver browser on a PC screen.
  3. The current driver details screen that appears when a driver is selected.




25 September, 2012

mission:infiltrate. More small updates..

What's new?

The mission select screen has been slightly improved, showing which missions are available.  I'm still not sure what I'm going to put in the boxes though.


A green health bar has been added at the bottom (it's graphic needs improving though).  Also, a health pack has been added.


When the player, the mission failed screen appears. A mission successful screen also appears if the player completes the objects.

Also, on a minor note, bullets now pass over low height objects such as tables.

24 September, 2012

Mission: Infiltrate update

Today, for my 2D topdown shooter 'Mission: Infiltrate' I've added the start of a pre-mission briefing screen where the player will find out there objects. Obviously I'll try and make it look better at another daye.
 Also, I've made some progress on the enemies line of sight, with them not seeing through walls, but it still needs a lot of improvement and I'd like to come back to it.

23 September, 2012

GP Race Manager: Resolutions

The following images show the how I'm designing the GUI/layout of the screens relative to the size of the screen and resolution of the device.  Because a PC screen is completely different to an Android mobile phone.

It does add more work to each screen, to make sure buttons and text appear in the right place on different size screens, but it will be worth the effort.

Yes, it needs a lot of work in all aspects such as better looking buttons/graphics, but I'll leave that until the end of the project.

800x600 window

320x480 resolution




480x320 resolution


As you can see, while I'm not working on this project 100% yet, my focus is on getting all the screens to display the correct data.  Although, the OK and left and right buttons work, I'll only start working on functionality and the race engine after I've completed mission: infiltrate.


Any suggestions welcome...

Finally, if anyone wants to become part of the development testing team, where I send you the PC version of the game after every development update, please leave a message (although initial versions wont have any real functionality).

GP Race Manager: The Rebirth

In March/April I started making a F1 management game for Android , Linux and Windows systems (called GP Race Manager - here and here ).  But, I was using two seperate programming languages, Basic4Android for the android version and blitzMax for the PC version.  But, this was too much as they are completely different development tools (As well my opinion that b4a, not being up to the task of a management game) and I was writing two different versions of the same code.   The game was put on hold and I started other projects.

But now, I've restarted the game.  I'm using one language to make the game (processing) and the Linux/Windows PC version will be identical to the Android version, except for the screen layout.   This is because I think the buttons for a touchscreen Android device (mobile phones, tablets)  need to be different to a mouse driven device such as a PC or laptop.

My main focus will be to try and finish the other game (mission: infiltrate) as talked about on this blog, but occasionally when need a break from mission: infiltrate, I will do a little work on GP Race Manager.  And when I've finished mission: infiltrate I'll turn my full attention to GP Race Manager.



Progress: Version 0.1
Basic navigation system setup(buttons, different 'screens').
Loads data about teams, drivers and engines.
Can select a team.

Screenshots:




mission: infiltrate. Slow progress this wek.

This week I haven't made a lot of progress on my 2D topdown shooter game, Mission: Infiltrate because I've been busy in my personal life.  But I'm still determined to try and finish this game.

Not much to report on progress, but, since last time, the enemies now start to move towards the player if they see him and stop when they reach a solid object.  Also, I've added reloading to the enemies weapons and have added some new objects to the game, such as first aid kit, and cupboards (where ammo and things could be found).

I've also started to put screenshots of all games in development here:
http://sionco.imgur.com

18 September, 2012

mission: infiltrate. minor update

Just a minor update.

Today, I've given nearly every object/enemy a health level, so when shot the level will go down until it reaches 0 and is destroyed.

I've also been trying to improve the game performance for lower powered android phones, by removing unnecessary loops and checks in the code.  The device I'm testing the Android version on is a Samsung Galaxy Ace, which is a low-mid range phone and it's running quite well on it.


still alive..

I'm still alive. Currently considering whether to continue the racing game in 3D with monkey or change to Unity3D (which I've been ...