Filling out forms

by midge 31. December 2014 02:44

One of the less obvious ways of working on my game is just filling out forms that need to be filled out for the app store. 

I'm going to do ads, but I need to sign up for iAd. That meant... filling out forms.

 

Oh boy.

I'll probably actually start trying to use some of the iAd stuff next time I sit down to get some work done.

This will be the last time I work on the game in 2014. My arbitrary target date is Jan 15th. I suspect that the ipad will take longer to finish, but maybe I'll just go with the iPhone for the initial release if that seems to be the case.

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I made an icon

by midge 29. December 2014 02:34

I wasn't great about making time to work on the game during the holidays.

I made a simple icon tonight, to take the place of the default blank one that ios give you.

Just keeping it simple.

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New cave background, and some minor improvements

by midge 23. December 2014 04:22

I'll keep this quick because it's getting late.

I added a new cave background, I think it looks good it has a bit of a blue hue to it.

I changed it so the level text switches to white when it's on a dark background (configurable).

I had some fun with the level display names.

I found a bug where the level text wasn't switching colors properly after completing a level and moving on to the next one, that was pretty easy to fix.

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No coding tonight, just some trying out some new assets

by midge 22. December 2014 04:32

A couple of new background images and some new tiles. Trying to get a little more visual variety in the game.

The levels themselves are looking pretty decent.

I need to change the text color whenever there is a dark background, it's too hard to see for the dark background levels.

Yup yup.

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squashed a bug, and made images configurable

by midge 21. December 2014 04:13

So I was just playing my game, testing it out, you know. While I was waiting for some take-out food annnnd it crashed. Weird, it doesn't do that much. Tried again, and managed to crash it in the same way.

I noticed that the game would crash ONLY on levels that had 3 stars, and after you lost the level. I'm glad I ran into this one, because it was just a super stupid bug on my part, it was in a place I probably wouldn't have looked. I expected it to be some complicated viewcontroller thing, who knows. It was just a dumb logic mistake.

 

Then I made it so you could configure a background image and a foreground tile image. This means all of the graphics are now driven by a configuration file, which is awesome. I created a new tile for the tube levels, and I ended up using it in a few places.

I think simple and bright colored tiles work much better than detailed tiles. The tiles are too small and moving too quickly to be able to pick up any detail, it's better to just make them bright and simple.

If I get some time tomorrow, I think I'm just going to continue working on background images and some foreground colors that work nicely with them. Right now there's a little too much green in the foreground tiles. I need to mix it up.

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Mr. Blue Sky

by midge 20. December 2014 03:24

 

I have to confess that I didn't do much work tonight. I just swapped out some image assets, but wow what a difference a background image makes!

I just hard-coded the resources to try out the new ones, I have to make them configurable from level data, but that's pretty easy.

So next up, make the graphics configurable, and maybe try to come up with a new background image or 2, then the play stuff should be... done!

At that point, it's really just odds and ends.

 

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BRB Going to space

by midge 19. December 2014 03:01

Tonight was pretty experimental. I was a little bit downtrodden yesterday when I realized that my early approaches to using images for tiles was too slow. I was afraid I was going to have to convert the whole thing to openGL, use a framework, or do some crazy hacks. Fortunately, I only had to use some mild hacks. And I added in a static background image, which was fun and surprisingly adds a lot to it.

I decided before I freaked out about the slow textures, I was going to do some science-

 

and by science I just meant take some accurate measurements to confirm that what I thought was a problem was one. The original naive tiling implementation was much much too slow, but I had added a hack to speed it up. Instead of looking up every image, I could use the image as a paintbrush sort of, and automatically repeat it. Also, this allowed me to treat consecutive tiles as a single rectangle, which meant only one drawRect call for multiple tiles in a vertical run. I wasn't sure that would speed it up but I had a hunch that it would.

Taking accurate measurements, the time was barely slower in the textured version... So I'm going to stick with it. Also I had the idea that I could use different rendering modes per level, depending on the tileset it calls for (more than 1?).

The background image was 1. Testing out if it slowed anything down, and 2. For fun. I do think it made the level look much better. It's just static for now, but I may do some parallax later. Parallax scrolling could be kind of a pain in the ass because of the dumb way I'm doing the whole thing. I tried using a UIImage view, and it did work, but the app was crashing. I could probably figure that out, heck I might if I decide I do want to do parallax, but it was a problem I just didn't want to deal with at the time.

I pretty good night. I need to just plow ahead and finish this thing. "Good enough" will be the mantra to keep moving, I think.

Onward and upward.

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I got the tile display working a little better

by midge 18. December 2014 03:22

It's faster that it was, but I'm not sure if it will be worth the effort. I may stick with just colored blocks in the foreground and something fancier in the background. I don't know yet.

Part of me just wants to write the whole graphics part in some OpenGL, but that an awful can of worms. It would probably be better to finish the game with solid colors than do that.

This one is still up in the air. I'm going to keep experimenting until I find a solution I'm happy enough with.

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I worked on tiling

by midge 17. December 2014 05:00

By that, I mean displaying actual images for tiles instead of solid colors. Well, I found a lot of things that didn't work.

Using the simplest implementation possible, Image DrawInRect... that worked, but it was far too slow. The game becomes unplayable with too many tiles. It's actually kind of an easy mode because it slows down so much.

So then I messed around with some other options that will let me draw fast enough, but the one I was specifically spending my time on today was having trouble lining up with the movement of the screen.

I'm not sure what path I'm going to take yet.

 

*I think incorrect scaling might have been a big part of the performance problem. Get the scale right and see how it performs.

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Late Night

by midge 16. December 2014 05:03

I added stars to the level complete screen so it feels like more of a reward when you get them. Also now it will tell you how many wins until your next star, and give you a little encouraging message.

I had some ideas for improving the graphics, but I can only get to so many things in a night. I was happy to improve the level complete/game over screen tonight.

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About the author

Hi, I'm Midge.

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