Blog

Updated Escape from Castle Puzzlestein

This weekend I've done some updates to Escape from Castle Puzzlestein. These are some of the changes:

* Added minimap
* Grid on the floor
* Rotate avatar towards enemy on collision
* Change movement speed
* No more horizontal scrolling in sequence list
* Added an easier introduction level
* Added loading bar
Sunday August 28. 2011

Escape from Castle Puzzlestein

This weekend I once again participated in Ludum Dare, and this time the theme was "Escape". I made a game I called Escape from Castle Puzzlestein. Simply explained, it's Castle Wolfenstein using puzzles instead of guns. The images below are from in-progress versions of the game, and does not represent how the final result looks.
Monday August 22. 2011

Global Warfare

Last week I've been working on a game for Mini Ludum Dare #27. This time I made a nuclear war simulation where your goal is to nuke all your neighbors until they surrender and give their continent over to you to control. I called this game Global Warfare.
Sunday July 31. 2011

Updated Gold Down Under

I've worked on improving Gold Down Under a little. For this updated version I've added sounds, particle effects and native resolution for the output game. The size of the game screen is hardcoded within the ForPlay library, which caused me to have to change these values in the library source, and then recompile the game using the updated sources. Let's hope the guys at Google fixes this problem soon.
Tuesday May 31. 2011

Gold Down Under

Another compo, another entry. This weekend I participated in Mini Ludum Dare #26. I called this game Gold Down Under. The game is a simple Bejeweled clone with a small twist. Instead of letting the play area be filled up when you remove gems, you will instead scroll down when the top row gets empty. The goal is then to reach the bottom of the hole.
Sunday May 29. 2011

Updated Nitro Racer

I've made an updated version of Nitro Racer that does not crash if you are using an another browser that Firefox. There was a problem in how the sound was loaded and played back that caused problems when loading the game. I've also added a fix for Chrome that accured when low on health. A clip region of height zero caused Chrome to crash, while Firefox simply did not draw anything. There were also some problems related to the lap progression detection. The hit zones were way too small, and in some cases you would miss these predefined zones. These have been increased in size and moved slightly around.
Wednesday May 4. 2011

Nitro Racer

This weekend has been filled with gamemaking again. I've participated in Ludum Dare #20, which resulted in an overhead racer with a twist. Instead of trying to keep your opponents as far away from you as possible, you will in this game need to keep them close. I called this game Nitro Racer at the beginning of the competition, but I never ended up putting nitros in the game. That would make no sense when you consider that you need to keep your speed down anyway.
Monday May 2. 2011

Updated Jigsaw Puzzle

After testing the Jigsaw puzzle game on a few computers, I found that it performed badly on some systems. During development I've only used my powerhorse of a computer, and never thought it would run badly on older computers, as it ran relly well on my computer. Back to the drawing board, and I did a small redesigned on how the puzzle is rendered. This resulted in an unheard of speed increase for the rendering. The end result is that the game now runs as smooth as I wanted it to on older systems as well.
Thursday April 14. 2011

Jigsaw Puzzle

Lately I've been working on a HTML5 Jigsaw Puzzle. During this process I've learned a lot on how to write high quality JavaScript code. I've also found a lot of differences between browsers in their implementation of the HTML Canvas standard.

As an example, Firefox has problems with the globalCompositeOperation property. (demo) As described by Beej, Firefox renders some composition operations incorrectly, making it harder to make the masks I needed for my jigsaw puzzle pieces.

When drawing the paths for the pieces themselves, I encountered problems regarding the arcTo function using IE9. Although MSDN has the best documentation for this particular function, their implementation was not completely up to par. The arc itself was drawn correctly, but the path state was not updated in the same way as in the other browsers. Other browsers update the current position of the pen to be at the endpoint of the arc after drawing it. This does not happen correctly using IE9. When I draw two arcs in succession, they both start at the same position, with the end result looking like a sawtooth instead of a rounded edge. Therefore I had to add a lineTo call inbetween in order for the pen position to be updated after drawing the first arc.

It is said that one of the intents of HTML5 is to standardize how its features work across all major browsers, but this is not the case quite yet. I'm hoping that these bugs are corrected soon.
Sunday April 3. 2011

Super Spoon Fighter

This weekend I participated in the legendary Ludum Dare competition. The theme of MiniLD #25 was "The Worst Game I Have Ever Made". For this competition I made an entry called Super Spoon Fighter.
Sunday March 13. 2011
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