My Twitters
- Here is the link:
http://t.co/6A0sPu5p2012/05/16 07:57 by web - Any game developers... Please check out my challenge! I'd love to get some feedback on my game from people in the know
http://t.co/ljVw289Q2012/05/16 07:23 by web - A third challenge! It really pay's to think about your logic, rather than charging in there for a "quick fix"2012/05/14 12:34 by Twitter for Mac
- Love it, so now I have two challenges that can be selected and played!2012/05/14 11:11 by Twitter for Mac
- Here is the link:
Monthly Archives: January 2012
Emerald Beach Iphone

New Job, new year and new goals!
I’ve set myself a personal goal to get a game on the app store that I can comfortably sell. The game? Emerald Beach, everyone keeps telling me I should do it and I planned to do it anyway but got knocked of the rails when it wouldn’t run on the Iphone and I realised I had developed it all wrong!
So over the last few days I’ve started to build a new version from fresh for the iphone, learning from all my previous “mistakes/miss-understandings”.
Emerald Beach for the web was designed using real life physics which meant it was very intensive on memory, the game had to calculate every object with real-life physics and animations every second, which is why it crashed on the Iphone.
This time I’m avoiding physics all together (or as much as I can) and the results have been very encouraging, whereas before the game would crash if four or more lines of gems appeared this time I can have a near unlimited amount and the FPS sticks at 60!!
In the web version gems would rise because new gems would appear below the original line and push all the other gems upwards, and would continue to do so for each new line, the problem was, each new line would introduce a massive amount of real time calculations.
Now my gems “jump” upwards rather than slide upwards, at first I didn’t like it, it looked odd, then I realised that all or most gem games look like this but I had never noticed it before, just accepted it. So now I’m happy, it looks good, lots of gems can be on screen and there’s no slow down!
Next was the crane, which is very important as it’s the only object you control in the game so I wanted this to feel good! In my mind I had three modes for the crane; slide, tap and drag. I wanted the crane to move left and right if the player taps the screen or drags left and right and then drop when the player slides the finger downwards. My goal is to get one handed action in place, because I feel there’s a lack of one handed games for the Iphone, the amount of times I’ve had a tinny in one hand and wanted to play something quickly on my iphone with my other hand
So, that’s where I’m at and here’s a little video to prove it:
LUA – learning the ropes
My new job starts on Tuesday and I’ve been asked to start looking into LUA, a language it appears that is pretty simple to get to grips with, mainly because it’s not overly fussy about syntax.
Anyway, this is new territory to me (to some degree). I’ve only been building games for just over a year now, mainly using Stencly which is a great platform for picking up the basics of Development without the headache of having to learn the code and syntax. That isn’t to say Stencly is a toy, in-fact it’s quite the opposite, it’s very, very powerful and allows for full code edit, if you wish. But what I really like about Stencly is the graphical interface. It’s laid out like puzzle pieces and it makes you think about what you are putting where and why. This is proving to be very beneficial when looking into new languages.
Back to LUA, the first thing I wanted was an environment to dev in. It took me a while but I finally found a program called Scite for Windows. Looked perfect, I could test my code in the program and see the results along with debugging options and syntax highlights etc etc.
I wanted to write a simple little program that would pass or fail details, so using their tutorial that details the basic syntax I set out to create my test, within an hour I had my script ready! I thought I would share what I’ve done in-case anyone else sets out down this path.
–Testing comments so you shouldn’t see this!
Print command uses this format. Print (“Print This”) for text. You can also embed simple mathmatics equations in the brackets for example print (2 + 2) which will result in only the number 4 being printed.
–Testing print command, you should see this!
print (“This is a Simple little script”)In this paragraph we create a new table using the “{ }”, but first you must name it. In this case the table is named “who”. who = {Table data here}. At this stage we have a table but no data, so simply populate the table. In the example I hold two pieces on information, firstname and surname. (note the quotations and format)
–Create a new empty table to hold the status of who.
who = { firstname = “Ben”, surname=”Simms” }Each table has a unique ID, I discovered in test’s that this id changes every-time the script is run, so I’m not really sure what it’s purpose is. Maybe if you have multiple tables they all get a unique ID while the script is running. Any, you can find the table ID by printing it.
–Show me the unqiue table ID.
print (“This is the tables unqiue ID”)
print (who)–print out the value name from the table.
print (“firstname: ” ..who.firstname)
print (“Surname: ” ..who.surname)Here’s the part where we check the data. a single equal (=) would mean “make a equal b” but a double equals (==) means, check that the result equals the expected result. That’s exactly what we do here, we check my first name from the table (who) is == to Ben and if it is, print Passed. If it’s not Ben then it’s something else so print Fail.
–Check to see if firstname is Ben if it is print “Pass” otherwise print “fail”
if who.firstname == (“Ben”)
–Print out a response
then print (“Firstname Passed”)
else print (“Firstname Failed”)
end–Check to see if surname is Simms if it is print “Pass” otherwise print “fail”
if who.surname == (“Simms”)
then print (“Surname Passed”)
else print (“Surname Failed”)
endThis is just showing the same test but we check both pieces of data in one line rather than two paragraphs.
– Same test as above but compressed.
if who.firstname ==(“Ben”) and who.surname ==(“Simms”)
then print (“User details passed”)
else print (“user details failed”)
endLater, I added this little chunk of code in, it changes the value of passed. and failed. to add one if there has been a pass or fail. At the end of the script I print out the value of these two, to give a number of passed and failed results!
then print (“Firstname Passed” )
passed.value= (passed.value +1)
else print (“Firstname Failed” )
failed.value= (failed.value +1)
end
So that’s it for now, my first exposure to LUA and I quite like it,
Swipe – What a day!
I’ve not blogged for a few days, this is because I’ve been researching and planning for my next full time job and today is the day when I got the job I wanted!
I’m extremely pleased and excited about the new job and for those interested I’ll be working for Game Sys.
So with the big weight lifted of my shoulders I suddenly felt all creative on the train home and started work on my Ipad game Orbs.
I’ve decided on a name change, the reason being is that I want to brand this game as if it is an old 1950′s board game. This meant I had to change the existing graphics slightly to fit the theme. So, rather than orbs bouncing around it’s now tiddly winks and seeing as there’s no longer any Orbs it seems silly to continue calling the game Orbs, so instead it’s called SWIPE! Because that’s the name of the game, swipe the tiddly winks as quickly as you can!
So here’s my mock 1950′s board game advert!

BTW, I’ve not at all given up on 0bj3ct5, that’s still my main focus!
0bj3ct5 – A new agent enters the arena!

Last couple of days have been about tightening! I’ve tightened up the controls, the movement, the animations (to some degree) and the game play.
I’m currently working on the next “monster” or agent as I call them. This agent is much faster and can bounce around the map making it a challenge to keep him at bay!
As for the gameplay, it’s getting there, it’s still missing something but I really feel the more I play with it the better it’s becoming.
Anyway, here’s a little technique I call “Riding the portal!”
0bj3ct5 – The Game Goal is forming!

Few issue’s have kept me from progressing as much as I would have liked, annoyingly the issues were just bugs and fuc* up’s by me!
Anyway the video below shows the beginning of my game goal forming.
Currently as you dig you increase your collected score. When this reaches a certain level a portal will open!With the portal open your goal is now to get your deadself into it, but if the agent’s touch your deadself you loose all your collected and the portal is closed. You’ll have to dig again to re-open the portal.
I’m pretty tired tonight so I’m gonna get it short here. Watch the video if your interested and let me know how you think it’s progressing, i’ll be genuinely interested!
0bj3ct5 – Game Goal and little video

Today’s been pretty fundamental for today I came up with my game idea!
The idea is this:
You’ll play a character who has been ripped into another dimension along with a dead version of yourself. Your not sure why or how, but you’ll soon learn that you must protect your dead self as you both travel through worlds, maybe one day your dead spirit will be re-united when you enter the correct world!
Problem is, there are “seekers“, seekers are agents who’s job it is to seek out objects with unique powers objects that seem to appear when shifts in time occur and every time you get your dead self into a rift there is a shift in time!
So there’s my story and game goal, now it’s a case of translating that into a fun and addictive game.
Today I made a few more changes, I’ve extended the world for deeper exploration and influence, I’ve added a few visual items (crudely at the moment) and I’ve introduced your dead self!
This little video demonstrates how you’ll move your dead self around. No 0bject5 are in use on this video, just the standard gun
0bj3ct5 – Shape your world.

I’ve spent some time fine tuning the firing. Now, unlike before, the player can shoot in the direction of the character while standing still. Sound’s simple, but I didn’t originally want this, I wanted players to be forced into thinking about their “shoot and move“, but after some testing it just didn’t feel right and became annoying very quickly.
So, now the player can move and shoot from stand still. this is demonstrated in the video. For the purpose of the video I filled the world with blocks that cant be destroyed. I like this, it means the player can “destroy” the world as much as they like and shape it as they feel fit, so I get the feeling this may stay.
Another addition is that the enemy now fires his own laser as well. You can’t see it in this video but he has, because he’s dug a little tunnel. Down the line I may work on this so they can move and dig, but I put this in so that the enemy wouldn’t get jammed in-between tiles
0bj3ct5 – Just killing time
Today’s effort is a gun that fires in four directions and can be used for digging or killing!
I had troubles getting the bullets to work with the tiles, basically the digging is done by removing tiles that build the world and I had some problems with the bullet recognising the tiles and removing them.
I managed to sort this with some object collision and I also managed to keep it very light on resources by only removing the tiles when tile and bullet collide!
Also, when I was playing one of my builds I suddenly realised the art reminded me of a game I used to play on my old Amstrad called, “Hall of the things”

Hall of the things 1985
Totally unintentional but I think I’ll refresh my memory of the game on a Emulator and see if any game ideas pop out of it. I can’t really remember the game other than you should never enter the bottom floor of the tower because it’s flooded with loads of bloody monsters!
0bj3cts

Todays progress has been good, mainly bug fixes.
Slightly frustrating as it’s not cool, fun, game moving forward progress, but its a good feeling knowing those “hidden features” are no longer present!
I guess the biggest game play change today that I’ve done, is that I’ve stop the character from walking off screen and appearing on the opposite side, this incases the player into a box world. This is more of a mental direction choice. (I want to grow the game as it develops rather than setting huge expectations and being disappointed if I dont meet them.)
Not only that, working in a box actually means I have to think differently and I’m hoping this will trigger the game idea I need.
I’m working on a gun system at the moment, rather than clicking blocks in the world to remove them you’ll shoot them out the way, I feel this in the “box” world could make for an interesting challenge!
I’ve not really got a screenshot or video to show, but here’s an 0bj3ct!
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0bj3cts – Now there are a few!
I’ve made the portal from which the objects will appear! It’s pretty basic and I need to think of a way that the player collects them.
I want the 0bj3cts that appear to be unique and special, so the more players play the more they will be rewarded which is why I will introduce dud items that will appear a lot more than 0bj3cts with powers.
What I’m planning to do is after a short while of using the object you’ll be able to document it’s powers on twitter, this way people can suggest how to use the objects to benefit the player! I’m liking the idea that these objects when combined can be used to complete the goal, but, I still don’t have a goal, which is my main issue at the moment!
In this screenshot you can see the portal, which is animated, the object grows out from the middle. I really want to tell you what power the “golden key” holds, but that’ll ruin the surprise!

