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Capnkenny's Dev Log

A topic by Kennuckles created Jan 13, 2016 Views: 4,265 Replies: 4
Viewing posts 1 to 5

T-minus: 4 days 17 hours.

I've brainstormed for a little less than 15 minutes, and I think this will be a game in space (noooo wayyyy -.-). And kind of like a asteroids or touhou game if I can get it like that.

I've always thought about warping through space, so I thought I'd codename this project "Warpex"... On second thought, I just like the name lol.

Basis of the game: Space hero needs to save other space heroes and heroines from other planets to save Earth and the Milky Way galaxy. They do so utilizing a space ship that can warp through space and time.....space-time to be exact. How much they do though, will affect if they save Earth or not. That, and if they can dodge the debris and enemies attacking them.

Who knows if the game will turn out that way, or if it will turn out at all, but I won't know unless I try.

Well, it's a start, and the project has been created in GitHub.. Time to get the ball rolling!

Here lies the GitHub page: https://github.com/capnkenny/Warpex

T-minus: 4 days, 16 hours.

  1. Gathered some assets that were public domain (still plan on crediting the authors though since I like them so much :D) and Creative Commons licensed.
  2. Added a custom class to help manage sprites
  3. Got the initial project set up and pushed to GitHub
Unfortunately, work is in a couple of hours and my brain is scrambled (I'm SPACEy right now har har har), so I'll have to come back to it when I get the chance after work or on break. On to the next day!

P.S. sorry for the bad pun, I'm tired.

(2 edits)

T-minus: 4 days, 2 hours.

At work and I only have a half hour, so by the time I scarfed my food down, got booted up, and started working I couldn't get much done.

Good news is, I added a little bit of code and it runs! Even if it IS a very tiny sprite lol.

Back to work...and after that it's back to some more work ;)

T-minus: 3 days, 18 hours.

Changed the sprite sheet to a sprite for the player, realizing that I only was using one of the sprites. Made some changes to the way sprites are addressed as well. Plus, had to manually add transparency to the sprite so that I don't have to mess with alpha layers and the such, if that's even possible....

The great news is that I now have a MOVING sprite displaying and staying in bounds! I made sure to try to keep it separate from the main class via a controller class, but later on I'll see how viable it is. For now, it seems very viable, and since it's only for the player, it seems like its progress!


For tonight, it's time to stop. Hopefully I get up early enough to work on it some more before work. I'd like to get the rest of the sprites created, added in, and spawning.

T-minus: 1 day 18 hours.

BAAAAAD situation, as I single-handedly knocked a day's worth of work out of range due to work, sickness, and other obligations. x.x.

From here on out, it's the grind. Which brings the latest update.

After working for the past....2 hours or so, I finally have the main menu and game over menus halfway implemented, and switching "states" or scenes implemented as well. The rest of the classes I need to implement are laid out already, now its just time to fill in the code. The only problem is that as I continue, I find myself wanting to create my own assets, as far as graphics are concerned, which takes more time out. That, and every now and then, I find myself dwelling on if switch statements are safe to use in this situation....


A little snapshot of the work in progress: ^^^^^

And the code that drives it:

WarpexGame:

public void render () 
{
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
state.readGameState(spr, control);
}

GameState class:

public void readGameState(SpriteClass sp, Controller con)
{
switch(s)
{
case 1:
{
sp.getSprite(1).setTexture(sp.getTexture(1));
ortho.update();
con.poll(this);
batch.begin();
sp.getSprite(7).draw(batch);
batch.end();
break;
}
case 2:
{
ortho.update();
con.poll(this, sp.getSprite(1));
batch.begin();
sp.getSprite(1).draw(batch);
batch.end();
break;
}
case 3:
{
ortho.update();
con.poll(this);
batch.begin();
sp.getSprite(8).draw(batch);
batch.end();
break;
}

}
}


As of now, here's the rest to get done:

  • Adapt the game state to address the player / enemies, not sprites themselves
  • Add enemies + their AI
  • Add collision
  • Add the scrolling star background
  • Add Sound*
  • Add rewind feature*
  • Add individual levels*
  • Add scripting for levels*
  • Add Animation* (explosions, etc)
Right now, I haven't had a build break on me in a major way (only due to stupid mistakes :D) so if everything holds through, I should be able to get through the top four during this night, and spend tomorrow trying to become feature complete. :D less than 2 days left!

Although, I do have some questions during programming, with my main one being if LibGDX has its own exception handling, or should I stick to creating my own with Java's native libraries? I'd rather not, since after the jam I'd like to make this portable for all platforms, but for now, I don't have much need.