working hard on this thing, adding bosses (with placeholder art). I will hopefully have most of them “working” by the end of the week, with a prototype of the entire game completed and playable start to finish. Then I spend the second half of the project adding its most important features (polish and charm).
sadly not super up to date, but would certainly be enough to make porting flixel games less painful. Plus since the code was sort of in a beta state, there’d be no real qualms with improving it.
but hey, if the wind blows that way in the next year, like I expect, the android app store will see the next big push from independent developers looking for a new revenue stream.
Me personally, I’d like to get some of these 12 games up on lots of different marketplaces someday. But I’m not building these games to sell them, but instead to try and find a great idea.
Can’t stress that enough.
http://dambots.com/dame-editor/
I got arbitrary sprite images working in there tonight, so now I’m not just restricted to tiles. It’s not a 100% game building solution, but it can certainly data drive just about anything you’d want in a tile-based one.
I’ve been an on-again off-again XNA user since the beginning, but MAN it’s tough trying to migrate some stuff I did about 18 months ago up into the 4.0 framework. So much has changed, it’s kind of a bummer!
I’m planning on using XNA for my third game (temporary title “Shooting Thrillbox”) and I’m just trying to get the tech in order so that will go smoothly. Maybe I’ll just throw everything I have away and build up from some new samples? Is there a flixel-like framework out there waiting for me to devour it?
The roadmap has me doing 2 games in flash, 2 games in XNA, and 2 games in Unity, which would set me up for an April of whatever the hell else I feel like building in. UDK seems like it would be fun (if difficult to come up with assets), as would something completely non-traditional like pyGame. C++ will undoubtedly show its ugly face for anything I want to do on the iPhone or PSP, but I suspect those will be right near the end of the offramp into my lost and nearly dead thirties.
I’ve been extra-hardcore busy (getting ready for a trip next week) but I’ll have some neat stuff soon!
couldn’t sleep, here are exploding blocks! next up I will probably work on rough artwork for everything this game should need.
you can drop bombs with z now, and when they explode you bounce on the explosion (needs tweaking). Next up, destructible environments!
So the thing is, I’m only working about 30-60 minutes a day on this (which is why progress might seem slow compared to a ludum dare timelapse). I’ve got a day job and a family, and an hour a day is just about peak production for my little operation. That’s why I’m doing the first game in flixel; it is so amazingly fast to build a platformer game in it, and ActionScript 3 lets me prototype functionality at near optimal speeds.
signed up for twitter, in case you want to follow me there to know when updates get posted
got a map editor hooked up, next I start on animations and attacks.
just a quick upload showing that flixel is up and running and that I’ve got a placeholder animated character. (promise this will get better soon)