Intel sponsors gamedev.net search:   
Tesseract's Game Development JournalBy Tesseract      

How I Work
Preferred Language
Actionscript 3
Development Environment
Notepad++ for coding
Flex 3 SDK for compiling
Graphics
The GIMP, among others

See my personal weblog

Completed (and published) Flash Game Projects:
Games
TriGavoid
Tutorials
Creating Textures with Perlin Noise
Simple Trigonometry and Curves Tutorial



Friday, September 19, 2008
Gyruss-like Flash game

Click here to play.

Another week gone by, and a few updates have been made. Nothing too earth-shaking this time, just a graphic update: A rotating background. This was entirely too difficult to implement, or I was vastly over-thinking the problem. Probably the latter.

Because I am blitting several bitmaps together to draw the screen I needed to come up with a method to get the bitmap which comprises the background to rotate. In this instance, a simple background.rotation++ wouldn't work; I needed to do a little matrix math to rotate the actual bitmap data, rather than the bitmap which contained the bitmap data. And that caused its own issues; namely, that the original bitmap - which was simply a square with some Perlin noise applied - had subsequently been redrawn around polar coordinates, and then twisted, and expanded so that the resulting circle was as large as the diagonal of the original square, rather than the sides. And somewhere in there the origin point for the bitmap data became, well... not the center of the circle.

Obviously, I eventually got everything figured out.

But not before dealing with a couple of hours of this:

An interesting mistake


Comments: 0 - Leave a Comment

Link



Monday, September 15, 2008


I just posted an update to the Gyruss clone. It includes one cosmetic change - the color palette of the background - and some experiments around how power-ups will work.

On the inside, I change how the shots move, to give them the ability to track around the center when fired at an angle. This also opened the possibility that enemies will be able to do the same thing.

I also spent a little while creating new graphics for the player ship, but almost immediately gave up in frustration, for two reasons: I am not a skilled artist, and I don't yet know what I want the overall theme of the game to be. And I felt depressed that it took me an hour and a half to come up with a BAD 48px x 24px sprite.

I have not yet done much work with optimizing the performance of the game. I will probably do something like this technique from 8-bit Rocket. Or even exactly like that. I just know that, when there are a couple of hundred shots floating around, things start to look kind of choppy.

There are a few more things I am going to work on before I add sound and significant graphics improvements:

- power-ups
- different enemy power, toughness, formation
- bosses
- indestructible objects
- start- and end- game screens
- etc...

Huh. Creating a simple game takes a long time at an hour of development time a week.

:

Comments: 2 - Leave a Comment

Link


All times are ET (US)

 
S
M
T
W
T
F
S
1
2
3
4
5
6
7
8
9
10
11
12
13
14
16
17
18
20
21
22
23
24
25
26
27
28
29
30

OPTIONS
Track this Journal

 RSS 

ARCHIVES
November, 2009
March, 2009
January, 2009
November, 2008
October, 2008
September, 2008
August, 2008
July, 2008
February, 2008
December, 2007
November, 2007
October, 2007
September, 2007
July, 2007
June, 2007
March, 2007
February, 2007
January, 2007
December, 2006
August, 2006
July, 2006
June, 2006