Advertisement Jump to content
  • Advertisement
  • entries
    45
  • comments
    83
  • views
    8125

Mobile Week 10: Randomization and GoFundMe update

SOS-CC

705 views

Hey All,

Much smaller update this week. Was focused mainly on code writing. I have finished all the code for the room randomization and have almost finished testing it. So far it’s working great and exactly what I wanted. 

With my calculations with room Type A all being random from a pool of 25 different layouts and with enemies always random there’s only 1 out of over 2.6 million of a chance getting the same world layout.  I think it’s safe to say you will never play the same game twice. 

Out of those 25 different room layouts there will also be puzzle rooms incorporated with that. Mostly consisting of moving boxes to switches or to clear a passage way. 

For the next couple weeks I will be focusing on art work. I will be making different color walls so there’s some variation. Once all the rooms are done I will begin coding the puzzles. 

I do need 1 more room hazard. This will be a household object that will shoot “something” out. I would like some ideas if you have any in the comments. I’ll pick the one I like and draw it up and give you credit for the idea in the games credits!  The only thing I have so far is a washer machine throwing rolled up clothes.  So let’s hear some ideas!

Also the GoFundMe has almost reached the goal of $500 dollars!!  Thank you to everyone who donated and shared. Please don’t stop we are so close.  https://www.gofundme.com/help-family-with-cancer

Also I would like to announce the game will now also be released to android devices as well as IOS. 

Till next week, take care and thank you. 



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • What is your GameDev Story?

    In 2019 we are celebrating 20 years of GameDev.net! Share your GameDev Story with us.

    (You must login to your GameDev.net account.)

  • Blog Entries

  • Similar Content

    • By SIr Pep
      I have been making my game 2d in Unity and almost immediately came upon this 2D tile rendering issue.
      All I've found online, and am using, is a hack to fix it which includes separating them all, and in some cases drawing lines in between every single tile to match colors.
      I'm wondering if anyone else has this issue and how to fix it. 
      Also, @CrazyCdn here's what I meant. You see streaks across the tiles that shoudn't be there.


      Also, here's a youtube video of that exact problem
      https://www.youtube.com/watch?v=QW53YIjhQsA
       
    • By datboi
      Hello everyone. I have been trying to make a font renderer that uses freetype for the past couple of days but am currently stuck with getting uv tex values when rendering.
      Here is the current code I use
      struct SVertex { SVector4f        pos;     Color32           col;     SVector2f        tex; }; // D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1 float CDisplayFont::DrawTextA( const char * szText, int textCount, const SVector2f& pos, const SColor & color, const SRectf * pClipRect ) {     SVector2f tmp = ( pos ); IRender * pRender = g_pCore->GetGraphics()->GetRender();          for ( int i = 0; i < textCount; ++i )     {         Codepoint_t cp = static_cast< Codepoint_t >( szText[ i ] );         if ( GlyphInfo_t * info = GetGlyphInfo( cp ) )         {             if ( szText[ i ] != ' ' )             {                 float sx = tmp.x + info->offsetX * m_fScaleHoriz;                 float sy = tmp.y - ( info->height - info->offsetY ) * m_fScaleVert;                 float w = info->width * m_fScaleHoriz;                 float h = info->height * m_fScaleVert;                                                      // column (u) and row (v) number                 // -- heres where i'm stuck                 float u = 0;                 float v = 0;             SVertex vtx[ ] =                 {                     { sx,     sy + h, 0.0f, 1.f, color, u, v },                     { sx,     sy,     0.0f, 1.f, color, u, v },                     { sx + w, sy + h, 0.0f, 1.f, color, u, v },                     { sx + w, sy,     0.0f, 1.f, color, u, v },                     { sx + w, sy + h, 0.0f, 1.f, color, u, v },                     { sx,     sy,     0.0f, 1.f, color, u, v }                 };             //   arguments ->    ( rl, vtx data, vtx count, topology, texture (IDirect3DTexture9) )                 pRender->PushVertices( NULL, vtx, 6, D3DPT_TRIANGLELIST, info->texture->GetInternalPtr() );                 }                 tmp.x += ( float )( info->advance >> 6 ) * m_fScaleHoriz;                 }     }          return tmp.x; } This obviously prints nothing because I am stuck on how exactly I should be getting the correct u & v coords.
      I have confirmed that I am getting the correct texture by saving the IDirect3DTexture9 to a file, getting stuff like this - https://imgur.com/a/Lwl2Xws

      I appreciate any advice/pointers in the right direction, thank you.
    • By Roky
      Hi there,
      We are small indie team developing a casual mobile game. We are trying to implement the following two effects in our game.
      1. Ice to Normal Blocks:  https://youtu.be/q71RaKHn-iw?t=1227
      Here a nice particle effect happens when all the ice blocks are turned to normal blocks. We want to do this.
       // Aiming Dots:  https://youtu.be/q71RaKHn-iw?t=127
      We want to implement this aiming dots for a ball in our game.
      Does anyone know –
      1. How to implement these two effects? We have a good programmer. Any link to an online reference will be enough.
      2. Is there a asset at Unity asset store that could help us?
      Thanks. Any suggestions appreciated.
    • By Ayles
      Hello.
      I am developing a 2D engine, and I would just like to share it.
      It is called A2D.
      I'm trying to make it as simple and easy-to-use as possible and you can help me with it with your contributions.
      Currently it can be built for Desktop (Linux, Windows and macOS tested) and Mobile (Android and IOS tested).
      Features:
      C++11 (Higher versions may require some changes in settings) Entity-Component-System (Implementation is similar to Unity ECS with simplifications) Textures (with lodepng, only .png for now) Audio (with soloud audio engine) (in progress) Text rendering (with freetype) GLSL shaders cross-compilation (with glslcc) for supporting OpenGL ES  Physics (with box2d) (in progress) Cross-platform (Windows, Linux and macOS support with glfw + glew, Android - NDK (OpenGL ES), IOS - GLKit (OpenGL ES)) There is no screenshots yet, but they will appear soon.
      Anyway, thank you for reading and sorry for my english 😃
      You can contact with me - selya.main@gmail.com or just star github repository (https://github.com/ayles/A2D).
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!