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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