Thursday, June 22, 2017

Devlog: Serious Scramblers #10

Still can't get my GMS 2 to detect iOS devices using my current laptop. Had to switch to an older laptop before it works. Here's the game running on an iPod!

Saturday, May 27, 2017

Annoying issue

Welp, this is a real annoying issue and I have no idea what I should do about it.

Monday, May 8, 2017

Drawing a line in Construct 2.0

I was quite recently asked how a match-3 game like Tsum Tsum can be implemented in Construct 2. Thought this could be a good chance to check out how Construct 2 is like.

I figured I'll first implement a line drawing functionality, then have whatever "gems" it intersects be destroyed.

I'm sure there are better ways to implement this, but at such short notice, and without any prior experience with Construct, this is what I have for now:

Essentially, the line is just a series of short line segments each created with a scaled sprite. The original sprite is 1px by 4px. With 4px being the thickness of the line. Each segment is rotated and has its width set based on the touch position.

Tuesday, April 25, 2017

Another Spacejacked Update

Been adding waves to the second endless mode. Here's one more!

The blue giants are a lot more durable than the red ones, so it's essential to chip away at their health as much as possible when they are still in the upper arenas!

Saturday, April 15, 2017

Friday, April 14, 2017

Thursday, April 13, 2017

Today I learned #02

  • The ref keyword differs from out in that ref requires the corresponding argument be initialized first before being passed into the function. (C#)

Monday, April 10, 2017

Today I learned #01

  • I can't apply an access modifier to a method in an interface, they're public by default. (C#)

Sunday, April 9, 2017

Saturday, April 8, 2017

Spacejacked Update

Working on a new variation of the red giant. Introducing... blue giant (lol)!
So, this blue version is faster on its feet, but takes a lot longer to recover from landing and turning. It's designed to emphasize the importance of building turrets in the higher arenas.

Friday, March 31, 2017

Devlog: Serious Scramblers #03

Managed to find some time to add in a few things.

Coin collection:

Also, here's the title!

Thursday, March 23, 2017

Devlog: Serious Scramblers #02

Haven't had an update in a while (no thanks to having to teach a holiday camp).
Anyway, I managed to spare a little time to add drop-shadows to the various entities. Here's how it looks!

Next up: collecting coins

Thursday, March 9, 2017

Devlog: Serious Scramblers #01

Lately, much of my time is spent working on Fates & Constellations (and to a much lesser extent, Spacejacked). That said, I've managed to sneak in a couple hours of development a week on a small project based on a game called "Rapid Roll" on my low-end Nokia phone.

The objective of the game is simple - moving your way down elevating platforms and avoid getting pierced by the spikes.

So far I've gotten a prototype up and running (seen above). There's still much to be done, as there isn't any form of level progression at this point. Please look forward to future updates!

Wednesday, March 8, 2017

Devlog: Fates and Constellations #18 - Split label removed

Each level in the game is to be cleared within a certain number of splits. Till now, we have been relying on displaying a number on the top-left corner of the screen to communicate to the players the number of splits remaining - it proves to be fairly ineffective (few people notice the label, much less read it while solving the puzzle).

Consequently, we're trying a different approach to displaying the split counts, as featured below. We'll need to test this.

In other news, our artist who's previously worked with us on Spacejacked has offered to help improve the looks of the game. Early mockups seem promising. It may be a while before we're done with the graphical upgrade, but we look forward to showing it to everyone once it's ready!

Wednesday, March 1, 2017

Devlog: Fates and Constellations #17 - Tweaks

Before proceeding on to adding more content, I thought it'd be a better idea to address some of the feedback we received during playtesting.

One of the minor changes we've made was to reduce the size of the nodes hoping it'd look better.

Before & After:

Another change we added is even more subtle. It has to do with the amount of time you have to wait for the lines to reach the edge (after the final split) of the game area before the level restarts. To fix that, we gradually speed up the line after the final split.

Here are the gifs for comparison:



Friday, February 24, 2017

Devlog: Fates and Constellations #16 - Particles!

Added some particle effects to emphasize the cutting of lines. The tiny particles seem to work well enough with the glow =)

Thursday, February 23, 2017

Devlog: Fates and Constellations #15 - Glow

Finally added some glow to the constellations. Still got to tweak this further - the glow makes the white nodes look like balls of fuzz, so we'll probably have to change how they look. Also, jon fixed up the lines so they now look smoother, good bye aliasing!

Wednesday, February 15, 2017

Devlog: Fates and Constellations #14 - Post-processing

We thought it's time to finally do some post-processing to spice up the look of the game and to break away from the somewhat flat color tone. There was much experimentation, and we eventually settled on changing the hue and saturation towards the bottom of the screen so it looks like the landscape is reflecting light.

Here's the comparison (before & after):

We try to keep the effect subtle in order to not draw too much attention away from the puzzle. In fact, we're thinking of making the constellations stand out more by implementing glow - so that's something to look forward to! =D

While implementing the shader I came across a weird issue on iOS - unlike its Windows counterpart, which gave the above result, the iOS build had weird graphical glitches (flickering white dots, black colors turning white, etc). As it turned out, the issue was caused by floating point imprecision. More specifically, for GLSL (ES), precision qualifiers are a thing. (Much thanks to my teammate jon for fixing this!)

For some reason, the float variables in the shader were of mediump (medium precision) and is unable to represent a value as small as the following:

float e = 1.0e-10;

Consequently, e becomes 0 and resulted in a division by zero in the implementation, thereby causing weird graphical artifacts.

The following links greatly helped us in the implementation of the post-processing fx.

Sunday, February 5, 2017

Devlog: Fates and Constellations #13

Work-in-progress level selection screen. Here's a look at some of the levels we've made!

Friday, January 27, 2017

Devlog: Fates and Constellations #12

Quick update!

After attending my first local indie get-together and showing a bunch of people the game, it became quite obvious that the level-restart transition is confusing to a lot of people. Here's how it looked:

Terrain rotates to the right on restart

Here's the updated version:

Hopefully it's now a lot clearer and doesn't look like it's going to a previous level.

Tuesday, January 10, 2017

Devlog: Fates and Constellations #11 - Tools

Last week has been about building up our tools. As the number of levels we've made increases it becomes increasingly tedious to have to cycle through other levels to get to the one we want. As such, we took some time to build a crude but functioning tool to preview and reorder levels:

It's also become pretty obvious that sorting through all the levels by difficulty without some form of automation would be a less-than-enjoyable and time-consuming task, so we also wrote a tool to help us sort the levels by difficulty. It works by presenting the user(that's us), a series of questions asking which of the 2 presented levels is harder. By the end all of the levels would be properly sorted by difficulty (files are numbered in the gif below for testing purposes).