Saturday, June 29, 2013
Tryin like hard to now blow my cover.
I'm researching git this weekend. I kinda get it. But It doesn't make full sense to me yet as to how I'm going to organize this project. Still scritchin.
Friday, June 28, 2013
GAMES TAB GAMES TAB!
All 4 of you people!
We have HTUR alpha!
We have new music for cislunars game.
We have GPLocks Indie Project.
THE ABUNDANCE!
New Projects coming around!
I've been talking with the google+ indie developer community. I think we're going to try and cook something up for the OUYA . We're still in the beginning phase of development. But I think it'd be quite cool to get people from all around the net to organize a project.
I'll keep you posted of course.
Tuesday, June 25, 2013
Time for a quick break.
We're about ready to do the first round of item implementation.
I've done the moonshine.
ALSO! We got arrow key navigation for most of the game. Check it out!
https://dl.dropboxusercontent.com/u/1710407/HTURWEBTEST/HTURWEBTEST.html
I've done the moonshine.
ALSO! We got arrow key navigation for most of the game. Check it out!
https://dl.dropboxusercontent.com/u/1710407/HTURWEBTEST/HTURWEBTEST.html
Monday, June 24, 2013
I can smell it!
HTUR GUI is 90% done.
Just need to make some buttons for the in-game state so we can start testing the items.
Todays post it :
Implement upgrade system , Item Spawning, Weight of slaves on cart. And we'll round it up with game mode camera zooming.
This list get's shorter everyday.
Check out the GAMES tab! SUBSCRIBE!
Just need to make some buttons for the in-game state so we can start testing the items.
Todays post it :
Implement upgrade system , Item Spawning, Weight of slaves on cart. And we'll round it up with game mode camera zooming.
This list get's shorter everyday.
Check out the GAMES tab! SUBSCRIBE!
Sunday, June 23, 2013
GUI @ 80%
Check the link below. The UI is in place but not completely functional.
I should give the player some cash to play with at the start of the game eh?
umm... long story short. Check out the link. Listen to the new tunes.
https://dl.dropboxusercontent.com/u/1710407/HTURWEBTEST/HTURWEBTEST.html
I should give the player some cash to play with at the start of the game eh?
umm... long story short. Check out the link. Listen to the new tunes.
https://dl.dropboxusercontent.com/u/1710407/HTURWEBTEST/HTURWEBTEST.html
Saturday, June 22, 2013
Check out the GAMES tab!
My unity project builds and uploads to dropbox! You can play a new version of the Pre-Alpha Every day!
Sometimes there are multiple builds in a day. Watch as this game comes to life! I know nobody is reading this blog ... for now. But this is a good method for logging and stuff so I'm going to keep on!
Tomorrows post it notes:
Item Class
Shop UI Implementation
Player Upgrade Implementation
Item Implementation
Enemy Base Class test
Camera Zooming
Tie up missing ends. ( Game Over, Continue, Scoring )
See you there!
Sometimes there are multiple builds in a day. Watch as this game comes to life! I know nobody is reading this blog ... for now. But this is a good method for logging and stuff so I'm going to keep on!
Tomorrows post it notes:
Item Class
Shop UI Implementation
Player Upgrade Implementation
Item Implementation
Enemy Base Class test
Camera Zooming
Tie up missing ends. ( Game Over, Continue, Scoring )
See you there!
Thursday, June 20, 2013
HTUR UI/UX Design notes.
This is basically how its done. The left and right panels become the controls on touch devices. Top shows state in game and bottom will show items. Its psychologically reinforced yo. From the outset.
Tuesday, June 18, 2013
Current Projects
Check out the new Game and 3d pages!
Also I'm workin on music for an art game by Cislunar. It's beginning to look a lot like a creative season!
Also I'm workin on music for an art game by Cislunar. It's beginning to look a lot like a creative season!
Monday, June 17, 2013
GoodByeLove2d
New REBEL> Goodbye Love2d
function love.load() -- GM Stuff mode = "title" -- other modes game, map, store, end -- handcar stuff hcar = love.graphics.newImage("handcar.png") car = love.graphics.newImage("handcar.png") hcarB = love.graphics.newImage("handcarB.png") x = 100 y = 288 speed = 7 drag = 20 -- the amount we slow down every second. isMoving = false; rhit = false lhit = false canL = false canR = true sql = love.audio.newSource("squeak.ogg", "static") sqr = love.audio.newSource("squeak2.ogg", "static") brake = love.audio.newSource("break.ogg", "static") sql:setVolume(0.2) sqr:setVolume(0.2) brake:setVolume(0.5) -- slavecar stuff sico = love.graphics.newImage("coin.png") scar = love.graphics.newImage("scar.png") numSlaves = 5 -- enemy Stuff enemy = love.graphics.newImage("tyrant.png") take = love.audio.newSource("take.ogg", "static") ex = -225 ey = 100 eRate = 25 -- background stuff bg = love.graphics.newImage("bg.png"); bgx= 0 bgy= 0 -- tile background bg2x = 746 -- UI stuff score = 0 vPos = 46 vMax = 714 trackLength = 15 slaves = 1 levelComplete = false gameOver = false -- Map Stuff map = love.graphics.newImage("map.jpg") tarOff = love.graphics.newImage("markOff.png") tarOn = love.graphics.newImage("markOn.png") nBtn = love.graphics.newImage("headNorth.png") canStart = false cities = { { name = "San Antonio", dist = 40, cap = 2, x = 250, y = 420}, { name = "Vicksburg", dist = 36, cap = 4, x = 385, y = 379}, { name = "New Orleans", dist = 27, cap = 6, x = 415, y = 437}, { name = "Atlanta", dist = 22, cap = 4, x = 511, y = 340}, { name = "Savannah", dist = 19, cap = 3, x = 590, y = 378}, { name = "Pittsburgs Landing", dist = 14, cap = 2, x = 433, y = 313}, { name = "Petersburg", dist = 10, cap = 1, x = 628, y = 241} } location = "*****" capacity = "*****" distance = "*****" -- yea! The ol curtain. curtAlpha = 255 end function love.keypressed(k) if k == 'escape' then love.event.quit() end if mode == "game" then -- managed to get some control in here let's gate it up! if levelComplete == false then if k == 'right' then rhit = true; love.audio.play(sqr) if lhit == false and canR then x = x+speed isMoving = true canR = false canL = true end end if k == 'left' then lhit = true; love.audio.play(sql) if rhit == false and canL then x = x+speed canL = false canR = true end end end end end function love.keyreleased(k) if mode == "game" then if levelComplete == false then if k == 'right' then car = hcar; rhit = false; end if k == 'left' then car = hcarB; lhit = false; end end end end function keepTiling() if bgx < -750 then bgx = 747 end if bg2x < -750 then bg2x = 750 end end function updateEnemy() -- let's find some good enemy logic. The player should be able -- to outrun the enemy. plus we have to fake some kind of collision behavior if not levelComplete then if vPos > 100 then ex = ex + eRate*love.timer.getDelta()%rate if ex + enemy:getWidth()*1.5-50 > x then numSlaves = numSlaves -1; ex = ex - enemy:getWidth()-100; love.audio.play(take) end elseif vPos == vMax then ex = ex - eRate*love.timer.getDelta() end else -- move away if on screen at end of level. ex = ex - eRate*love.timer.getDelta()*7 end end function love.update(dt) -- let's start separating these game modes. if mode == "game" then updateGame() elseif mode == "title" then updateTitle() elseif mode == "map" then updateMap() end end function fadeOut(nextScene) -- change the game mode and then fade to the scene if curtAlpha < 255 then curtAlpha = curtAlpha + 15 elseif curtAlpha >= 255 then if nextScene == "map" then resetGame() end mode = nextScene curtAlpha = 255 end end function fadeIn() if curtAlpha > 0 then curtAlpha = curtAlpha - 15 elseif curtAlpha < 0 then curtAlpha = 0 end end function resetGame() score = 0 location = "*****" capacity = "*****" distance = "*****" canStart = false vPos = 46 levelComplete = false gameOver = false ex = -225 x = 100 end function updateMap() -- we have to reset the game .. kinda .. aintwe~? if love.mouse.isDown('r','l') then --fadeOut('game') elseif curtAlpha > 0 then fadeIn() end end function updateTitle() if love.mouse.isDown('r','l') then fadeOut('map') elseif curtAlpha > 0 then fadeIn() end end function updateGame() if curtAlpha > 1 and gameOver == false then fadeIn() end rate = x-100 -- player position from resting place. if rate < 0 then rate = 0 end dt = love.timer.getDelta() keepTiling() updateEnemy() if isMoving then -- move BG and player x = x-drag*dt bgx = bgx-(drag*dt)*rate; -- bg2x = bg2x-drag*love.timer.getDelta()*rate; -- keep handcar on screen ( CLAMP ) if x <= 100 then isMoving = false end if x > 600 then x = 600 ex = ex-50*dt end -- move tracker and keep track on level progress. vPos = vPos + rate/trackLength*dt if vPos >= vMax then isMoving = false vPos = vMax levelComplete = true end -- scoring score = score + math.ceil(rate) end if levelComplete then -- bells and whistles don't update vpos if x > 100 then x = x-drag*3*dt bgx = bgx-(drag*dt)*rate; love.audio.play(brake) else love.audio.stop(brake) -- we win if we free at least one slave. if numSlaves > 0 then gameOver = true end end end if gameOver then fadeOut("map") -- should go to some review scene. or something. end end function drawSlaveIcons() for i=1, numSlaves, 1 do love.graphics.draw(sico, (x-128)+(i*10), y+15) end end function drawMapIcons() for i=1, #cities, 1 do love.graphics.draw( tarOff, cities[i].x, cities[i].y ) if love.mouse.getX() > cities[i].x and love.mouse.getX() < cities[i].x + 40 and love.mouse.getY() > cities[i].y and love.mouse.getY() < cities[i].y + 40 and love.mouse.isDown('r','l') then canStart = true love.graphics.draw( tarOn, cities[i].x, cities[i].y ) -- and display the information in the info box. capacity = cities[i].cap numSlaves = cities[i].cap -- speed adjustment for slaveload. speed = 10 - cities[i].cap distance = cities[i].dist trackLength = cities[i].dist location = cities[i].name -- maybe will change the art one day. end end love.graphics.draw(nBtn,450,100); if love.mouse.getX() > 450 and love.mouse.getX() < 450+nBtn:getWidth() and love.mouse.getY() > 100 and love.mouse.getY() < 100+nBtn:getHeight() and love.mouse.isDown('r','l') and canStart then fadeOut("game") end end function love.draw() -- if mode is inGame , menu, map , shop if mode == "game" then love.graphics.setBackgroundColor( 128,128,255 ) love.graphics.setColor(255,255,255) love.graphics.draw(bg,bgx,bgy) love.graphics.draw(car,x,y); love.graphics.draw(scar,x-128,y); drawSlaveIcons() love.graphics.draw(enemy,ex,ey) -- UI stuff love.graphics.setColor(0,0,0) love.graphics.rectangle( "fill", 0, 0, 768, 100 ) love.graphics.rectangle( "fill", 0, 412, 768, 100 ) love.graphics.setColor(255,255,255) love.graphics.print( love.timer.getFPS()..":fps",x+47,y+80) -- show fps !!! love.graphics.setLineWidth(3) love.graphics.line(50,50,718,50) love.graphics.print("S",30,40) love.graphics.print("E",730,40) love.graphics.print("V",vPos,35) --love.graphics.print(rate,25,25) love.graphics.print("LEVEL : "..location, 25, 425) love.graphics.print("SCORE : "..score, 25,450); love.graphics.print("SLAVES : "..numSlaves, 25,475); -- perhaps we draw the transition over everything. That'll be fun. elseif mode == "title" then love.graphics.print("Harriet Tubmans Underground Railroad",250,250) love.graphics.setBackgroundColor(0,0,0) elseif mode == "map" then love.graphics.draw(map,0,0) love.graphics.setColor(0,0,0,150) love.graphics.rectangle("fill",0,0,400,275) love.graphics.setColor(255,255,255) -- info corner for stage selection love.graphics.print( "STAGE SELECT: ",50,25) love.graphics.print( "Choose a starting point in slaver territory >>",50,50) love.graphics.print( "Target: "..location,50,75) love.graphics.print( "Capacity: "..capacity,50,100) love.graphics.print( "Distance: "..distance,50,125) love.graphics.print( "Alternate pressing the Left and Right Arrow Keys \nto push the cart Northward. \n\nIf all of your slaves get captured you lose!\n\nHold HEAD NORTH To Begin.", 50, 150) -- drawing the map targets. drawMapIcons() end love.graphics.setColor(0,0,0,curtAlpha) love.graphics.rectangle("fill",0,0,768,512) love.graphics.setColor(255,255,255) end
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