Progress! I managed to get remote debugging working on the tablet and found the cause of the crash bug at once:
Interestingly during initialisation of the input wrapper I registered for gyro changing events before the basic input setup was complete. And, lo and behold, I received an event be…
Three weeks have passed, a few new people have installed the game. I had the chance to deploy the game also to juniors x86 tablet, where it currently crashes. The tablet does have a gyro sensor, which I thought worked fine when using it on Windows Phone, but apparently the code isn't crash proof…
A few days have passed since I uploaded the game. I did no advertising whatsoever, but the two blog entries I had here.
So I've been watching the dashboard closely, to see if somebody actually looked at and installed the game. And a handful (literally) did Joy!
I even got a feedback whi…
Let's get back to the creating an app package and uploading part, as that is where I experienced some difficulties.
I had an locally working Universal Windows Platform game, a Microsoft account and Visual Studio Community 2015.
So per instructions you'd right click on your app in Solution Explorer, c…
As I've just managed to upload my first Windows Store release of a previous play Win32 game I thought why not document my way there.
The game itself, HitBlock Deluxe has grown over the years and I think it's quite a neat game. Luckily I a few years ago I had the idea to allow user crea…
And that's my final entry as for today. Tomorrow I'm on a 11 hour flight and will probably be completely exhausted.
Not much has changed, two more bug fixes, two more stages and a gold counter as sort of score. I'm pretty pleased with how the game came out, albeit designing decent stages is …
Had a good day, got more done than intended. I've got some early feedback (thanks dmatter!), which led me to fix some bugs. I added the missing jump feature (wall to wall jump) and fixed a few more movement bugs (climbing into walls, etc.)
Now there's three more stages (one a tutorial only) …
Phew. Late night debugging showed that the ray casting code I used for line of sight was hilariously broken since the first usage years ago for straight vertical or horizontal lines. Good fun to debug
Anyhow, line of sight now seems to do what I want. I also managed to get the complete, fail…
Unfortunately almost the whole day was unexpectedly occupied with anything but working on the entry. I'm slightly peeved as I was planning with this day and try to get my ideas in before time runs out.
Anyhow, I made leeway in adding the obnoxious guards, that now follow a simple scripted pa…
Due to sporadic internet, if at all, here's basically a summary of the first two days.
I managed good headway with the engine and a quite nifty editor (thanks to my NIH syndrome sponsored GUI library). The used themes will be castles and assassination.
Infiltrate the castle and assassinate …
So now a week has gone by and the dust has settled.
I had quite a bit feedback, some good, some bad, but one thing stood out:
The spike collision. The collision box is too big.
And the worst? I knew it. I felt the same way, but for some reason I always thought it would work out. Well, it didn't :)
…
And here's the final journal entry (final before the next).
The game is more or less finished!
A few last minute points:
* Having the editor worked out nicely as I could build the last two levels in the range of half an hour
* Having the annoying GUI stuff out of the way I could concentrate on gettin…
Due to other real life events I'm out for today, so here's a hurried journal entry.
I added one more stage and made a preview. Having a preview possible was a good exercise as I discovered two first-time startup bugs.
I added a preliminary ending for the preview but I still need to figure out a goo…
Finally it starts to feel like a game. It's not particularely challenging, but a little bit of puzzly goodness is hidden inside.
Anyhow, today I chose some music (incompetech.com has some really good stuff, provided you credit him properly)
So todays screenshot finally shows something different, my …
Somehow my screen shots all look alike :)
Added ways to die, change levels, a new device and finally ways to die.
As new graphical feature walls now bring an implicit shadow with them which makes them stand out more.
Also started on a graphic overhaul. Due to the time limit of 7 days you can actuall…
Day 3 has passed and I couldn't do as much as I thought. Anyhow, I added the obligatory keys and doors.
The game play has somewhat changed as in you need to keep your lamp lit. Burning torches are your only safe spots. You can light unlit ones to keep advancing. Once your lamp is out and no light i…
Day 2 is coming to an end. Well, what did I achieve?
As promised touched up my naff lighting system. Now it allows for colored lights. The calculated color is stored in the map (per frame) so any objects can detect the light level.
The player can move about, gets blocked by walls and spreads a ligh…
Welcome to day 1 of the Week of Awesome IV competition!
So far the themes are gameplayish Shadows and Evolution, and graphical Undead and Ruins.
First thought: Urgh. Second thought: Urgh.
But nevertheless, I enter, I make a game and maybe get out alive :)
Shadows is a theme that might work out with …
For one, a main goal at any competition is to get feedback. Especially critics on the things that were not good. A competition like this usually nets you at least a few people playing your game and they will tell you what's good, what's bad, what's …
What went right
Even before the competition started I was pondering on what to do. In a previous Ludum Dare I had used a nifty 3d side perspective which I hoped to use again. And all in all it worked quite nicely. Built a really s…
All in all there's 21 stages, try to master them! (Mastering means use as few lives as possible)
Download it here http://www.georg-rottensteiner.de/files/Week Of Awesome III - Endurion - Bunny Hop.zip
Read more in New New Things
And creating the preview forced me to wrap the package up once, which is a good test by itself.
So here's a preview with 3 stages (mere tutorials): http://www.georg-rottensteiner.de/webmisc/Wo…
Also now there's blood where you expect it to be. And it still looks m…
I'm thinking about finishing the boring GUI stuff tomorrow and then keep adding levels and maybe the one or other new featu…
I'm trying to think of puzzles and on different ways to murder the bunny for puzzly goodness. In the c…
It boils down to a simple 3d puzzle jump'n'run, where you as the player get several lives to complete a mission. If you die your body may help or hinder you in your task. E.g. jump on …
How to prepare?
Decide which engine/libraries to use. Usually you have your favourite lib…