Wednesday, May 1, 2013

Lots Done, Not Much Visual

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So I've gotten a ton done on the development of Weebo 2: Jetpack Adventures. But, despite having a lot more of the coding out of the way, I don't have all that much visually to show off. I have mainly been working on updating how obstacles/events are spawned, adding the framework necessary for adding vehicles, etc. But, since nobody likes a post without pictures, here are a few!


Thursday, April 4, 2013

New Animations, New Issues

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I've added a small animation for when you run into a shocker in Weebo 2, and also an animation for when you hit a flame jet. But, as much as I would LOVE to show a video of them in action, I seem to be running into a weird issue with the simulators. When I run the game on a device, the frame rate is a constant 60, but in the simulator it drops to 10-20FPS. No idea why, but hopefully that'll get worked out closer to release so I don't run into posting a terrible quality video. Best I can do right now? This gif of the animation when you run into a flame jet!


Wednesday, March 27, 2013

Animations

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I've added a couple different animations to the game to, well, make it more like a game! Weebo runs when he's on the ground now, and the jetpack bobs up and down with him. I had to animated those two things separately since I plan on the player being able to swap out the jetpack, so it was really tedious. Anyway, here's a video:


Sorry for the horrific quality, I don't know what happened there. I'll be sure to post higher resolution videos from here on out.

Also, ignore the shocker animations. I decided I kind of hate them so I'm going to go in a different direction there.

Tuesday, March 19, 2013

Coin Patterns and Jetpacks

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Everybody loves collecting coins in games. They're shiny, mysteriously floating in the air, and that little "ding" sound they make when they're collected resonates deep in every gamer. Plus, you usually use them to buy some cool in-game items! But, how can a game developer make collecting coins ever more fun?
With Coin Patterns!


Tuesday, March 12, 2013

Bizarre Issues With Sprite Movement

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Development of Weebo 2: Jetpack Adventures is moving along smoothly for the most part. Here's a little screenshot with some obstacles in game. NOTE: Almost every single image is simply a placeholder, so ignore what the obstacles and everything looks like at the moment. It's all going to change.



Despite the fact that things are mostly going smoothly, while adjusting the algorithm I'm making for adding/removing obstacles I noticed a weird little issue with moving an array of sprites across the screen. Randomly the sprites would sort of jump back a few pixels, causing strange behavior in the collision detection. (Read: The flame jets would set you on fire from across the screen).

After a couple hours of bashing my head against my desk, I came up with a solution to the problem. Instead of adding all of the obstacle sprites to the same CCLayer that the background/ground are on, I created a new CCLayer that is laid on top of the whole game. The obstacles are then added to their own obstacle layer, and the layer as a whole is scrolled. Why does that work when moving the sprites individually doesn't? No clue whatsoever, so if anyone can explain that to me that'd be great. Otherwise, at least it's working now!

Tuesday, March 5, 2013

Onto the Next...

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Well, it's official. Nobody wants to download Grav Twist. So, while this is a sad moment when I think about how many hours I put into that game, it's time to move onto the next project.

Announcing Weebo 2 - Jetpack Adventures!


Wednesday, February 27, 2013

The Cold Sting of Rejection

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Well, the newest update for Grav Twist has officially been rejected by Apple, so back to the code to rework a few things. Who knew that you can't require people to sign into Facebook? And by that, I mean who knew that I was requiring people to sign into Facebook? sigh...

I think maybe I'll just remove the book face stuff and resubmit. And then, we play the waiting game. Again.
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