So I was in Norway this weekend and I though I could make up something quickly for this 1GAW (even though I already missed one weekend) so I made this Sliding Puzzle. I already know HaxeFlixel more than Luxe so I went with it. Web build has ugly fonts (no time to fix it) so I’m attaching flash build below.
In the mean time I also updated a bit the first entry Dodger, go check it out!
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.
Memory puzzle, with cards and simple, colorful figures on their faces. I probably shouldn’t show you where are all the cards at the beginning. That was just the first test of Timer with scheduled function to run aaaand I just left it there :) This time I learned how to properly use events, timers and components.
1GAW is my personal 1-game-a-week project, where I try to make micro games/small prototypes every weekend. I get my game ideas mainly from this post. First one supposed to be a “dodger” type of game, but I like shooting more then dodging.
I’m going to use mainly luxeengine for this project, always provide a source code and playable demo. So let’s start with the first one:
Calling setTimeout or setInterval from an object can be sometimes problematic. The timers are executed outside of your object’s context. You loose reference to your object and can only work with global variables. this suddenly points to window instead.
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.
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 millions of variations.
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.
Floating Islands is a project for studies. We’re limited to use UDK so it’s a little step backward for me. Gaah, that interface :( The plan is to make 1 level where player needs to go from point A to B directly or by alternative route. See that island on the left? Thats my point B. I’m going to put a lot of floating rocks and lower the gravity a bit for some jump-action.