July 10, 2011

Chicken Bandit Checkpoint 3

I reached my 3rd programming checkpoint a couple days ago. The checkpoints get kind of loose from here so I think I'm going to have to go back and re-evaluate them and set new deadlines.
The 3rd checkpoint stuff:

-Windows and Doors on the trains
-Doors open up when shot enough
-Specific spawn points for different type of enemies/items
-Arm movement (spinning to the angle shot)
-Lasso graphics
-Text wrapping and typing out in store

I added in a feature before to take screenshots as well as "animated" screenshots (multiple frames combined together in a gif) as I did in Grand Feather. The only problem was that it ran too slow on the device while recording, so I couldn't make a very good video. I spent a long time trying to optimize it and finally got it to run at a somewhat playable speed, 2-8 fps! Here is a sample:



Most of the graphics there are placeholders, besides the enemy and the main character, and the train background. The red rectangles represent windows, and the green represent doors that you have to shoot off. The player can lasso the safes on the train to pull down for bonus money (the lasso animation is not yet in.) You also might notice that the Chicken Bandit currently shoots backwards by twisting his arm back and firing without looking. Now that is a pretty impressive feat (especially for a bandit with no formal training in gun slinging) but there will eventually be an animation of him turning around to fire behind him.

I have also been spending a good amount of time doing the designing for what the final game will be, but I will talk more about that in an upcoming post.

The next step is adding in sound and music to the game engine, which probably should have already been done by this point.

June 23, 2011

Chicken Bandit Checkpoint 2 Reached

I reached my second checkpoint yesterday, which includes:

-Early workings of the world map: moving around and visiting locations

-Saving and loading the game

-Store screen and purchasing items

I also added in some parts of the next checkpoint, whenever the graphics became available. Here is a final sprite of one of the enemies:

June 15, 2011

Site Remixed!

Our website has just been redone with a new header image. We're pretty sure none of you knew that the About, Games, and Etc. words in the old header image were actually links to different sections of the website. Well, now you can look through the rest of the site. The games page will be updated so it looks much more appealing and well probably add a few old games and prototypes that we never really finished for you to check out.
Here's some ninja turtles I drew in the mean time. (I mean nice time)(I nice nice time?)

More updates on the chicken bandit game will be coming. ...Also GrandFeather is not dead.

June 13, 2011

Chicken Bandit

Railroad's first checkpoint game has been reached. The basics of the main part of the game (robbing the train) are all done. I just recently started setting up checkpoints for the games I'm working on, and a full list of every specific thing that needs to be finished to complete the checkpoint. This makes it way easier to stay on task and makes me wonder why I never thought of something so simple before. It is much easier than my other development strategy, which was basically "think of something that isn't done yet and do it."

So basically what was finished with the first checkpoint:

-Player movement with accelerometer
-Shooting gun and reloading
-Lassoing objects on the train. Works by clicking the player and dragging to the object you want to grab. Once the object is lassoed, you must tap the object repeatedly until it is pulled off the train. Heavier objects take longer to pull down.
-Money collection
-Different train car types
-Simple enemy. Pops out from the top of train and windows and shoots at the player.
-Health system and dying.
-End of train sequence with round statistics (basic for now.)

And here is the main character sprite in action, The Chicken Bandit:



I also worked a lot on the game engine to make sure that it works correctly on as many devices as possible. The game should scale to any screen size, and have letterboxes to maintain the aspect ratio.

The next checkpoint involves the world map, visiting locations, and purchasing upgrades for your character.

June 6, 2011

Action 52 Owns Launcher

I decided that it was finally time to do a launcher program for the Tigsource Action 52 Owns Project. It only took a couple of hours and still has some features to be implemented and polishing to be done, but the core functionality should all work.



Download
158 MB

Contains all games completed in the project so far.
 
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