Saturday, April 25, 2015

Final updates and notes on design process

This post will probably not matter as official project documentation anymore, but since I forgot to publish it yesterday  and it was written already anyway I decided to publish it today if someone would ever came by this and would like to find out a bit more about the project itself for whatever reasons. I'm quite happy that I managed to get two more levels in, in very short time.

Original post content:
     "Today I have added two more levels to my game and also a little bit more to the game mechanics. There are now more types of diamonds and doors. In the final game submitted player has to collect appropriate coloured diamonds to open the doors and finish the level-in tutorial level player has to open purple door that will take him to the first puzzle level with a little more going on. in this level as well as in the last one the aim is to get to top right corner of the board. To achieve that player has to successfully solve the puzzles by collecting diamond (only one diamond of the same colour can be collected but diamond with different colours can be merged to achieve a new colour diamond). Unfortunately due to time constraints I did not manage to put some instructions in the tutorial level.

     On the other hand while doing some level design drawings today I have found some of my earlier designs for this projects that I completely forgot about. Here I will put all of the designs I've made for this project. As the time since the end of February was very busy I did not implement a lot then but I did do some of the design drawings and outlines for game structure. Below are the lost and found."













Friday, April 24, 2015

Touch screen input finally solved!

     So I gave this issue another go and tried the solution trick that really should not work...But it did work. What I ended up doing was inversing the velocity of x and y(left and up direction). The only one last bug I still have with touch input is that it saves original player's position and I should probably figure out how to use updated player's position. As well as this the game seems to crash on my iPad but I have no idea why this is happening...

Music

   I have found some royalty free music online that I put into my game-credits are in comments in game.js file. This kind of fits the style I was going for hopefully it will also have a bit of impact on making gameplay better.

Music Credits:

"Ambler" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Project updates-new textures added, issues with touchscreen input..

     I have added some new textures to the project I found online. They had to be also added to json file and a new file had to be saved and some names changed as well. Then I have used one of the texture to create doors as well- firstly I created a rectangle shaped doors with oval edges at the top and modified it until I got the result I wanted after that I've added a knob and I filled the shape with appropriate colours (that would match diamond colours) with low level of alpha channel so the texture can be seen a little to make the doors look better.

Current look&feel of tutorial level.
     For the last couple weeks I have been trying to work on touch input for my Phaser game. Unfortunately it seems to be much more difficult to implement than I though. I have tried coming up with my own maths for pointer creation and using those to control the character-when I finally got it working it was not accurate enough.. So I thought I could try out Phaser's virtual joystick stuff, but unfortunately I couldn't got that working and googling the errors did not help at all.. Lastly I tried following a tutorial and adapting bits of the code I needed to my project. This did not seem no work as well even though I fixed all thrown errors..

Sunday, April 19, 2015

Some current updates..

     I haven't had much time for this project recently due to high volume of other projects being due. I have spent most of today trying to implement touch screen features for my game-basically using pointers to first start the game then move the player character with touchscreen input. Since the only way to test it for me is on my iPad I had to commit every change in order to test it and since I am not sure even if it's possible to have debug console there I had to find the errors in the code manually...which is why it has taken me quite a long time to complete such a simple task. For now it's 'playable' kind of, but if I will have time before submission I will work on the accuracy as it is far from being accurate. I may look into implementing swipe function as this did not look too difficult but at the same time I was trying to find my own solution rather than following tutorials on the Internet.


    For next iterations I will start working on better graphics, level manager and adding more levels and puzzles to the game itself, but before that there is one quite important feature I was thinking of implementing which is scaling for different devices.

Quick screen capture of how I'm handling the touch input for player's movement at the moment: