GrayScale – Re-making from scratch

Some time ago I decided to keep updating GrayScale. It was created using HaxeFlixel, which is great for quick prototyping small games. Maybe it’s my limited knowledge of that framework but I discovered that It gave me too much problems while developing. Adding new enemy means lots of copy/pasted code or strict inheritance.

Next I found out that it tried to do most of the work for me. It’s usually not a bad thing, but when something goes wrong or when you start seeing performance issues on slower machines, you can’t quickly find what seems to be a problem. Another bad thing is that it laggs horribly while recording a video, I’ve seen at least 2 letsplayers who had issues with my game.

Then I found luxe engine.

Testing simple collisions in luxe engine.

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1GAW – #4 Simon says

simon_prev_head

Press Enter to let Simon talk… and then follow his word.

This Simon says prototype was fun to create. There’s a lot of event based movements and 2 custom components. One for making buttons clickable and another to make them shine for a bit when Simon says.

If you’re new to the Luxe engine, I’d like to introduce the config.json file. With this little beauty you can make changes to your game world without needing to re-build the whole code. In this example I used it to set width & height of the game but also to change colors of Simon’s buttons, as you can see in the image above.

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Twitter widget refresh

I couldn’t find anything in the Twitter Embedded Timelines documentation that would let me set refresh interval so I made my own. At first I thought I could simply reset the iframe’s src attribute, which usually would reload frame’s content. But Twitter’s widget didn’t had src attribute.

I found a solution. It’s really quick and dirty one, but it works. You can get and modify it to your needs. I’ve only tested it with list’s timeline.

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Floating Islands (update 2)

09 - Hr1Z55y

Islands are finally done – for now. I’ve managed to finish this project and pass an exam with the highest grade (It was my project for university). You can check the walkthrough video below.

My job was to use all UDK’s sample content to create something extraordinary with one rule: “Make two paths from point A to point B, one with obstacles”. You can tell that jumping on the rocks supposed to be the harder route, because it requires you to jump. There’s another, much longer route by the stairs.

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Pixel Sprite Generator

pixelspritegenerator

Recently I’ve found this interesting Pixel Sprite Generator. You can create procedurally generated sprites on the fly. It uses ala 2D array of values to draw solid outline, “soft” body or an empty pixel. Provide just one mask and get milions of variations.

I can see it being used in rougelike games, besides procedurally generated levels: enemy sprites, weapons, items, EVERYTHING.

It is written in JS so I couldn’t help but port it over to Haxe!

JS version draws on canvas and Haxe on openfl.BitmapData. Enough talking, go check live example if you’re not yet excited:

Live Example (keep refreshing that thing for new sprites!)

Commits

GrayScale – reflections after game jam

grayscale - after

GameBoy Jam has ended some time ago and my game ranked #7 in the competition. Among ~250 submitted projects I find it as small personal success and I wanted to thank everyone who voted

I’ve had really great time during the jam. Seeing other people’s projects being built step by step was really interesting and empowering experience. I could follow many games progress from the scratch, many of them with different mechanics and ideas. Game jams are one of the best ways to get into creating and finishing your small games and I surely will attend to some of them in the future.

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