Skip to main content

Posts

Showing posts from 2020

Building an Endless Jumper using Godot engine

Godot has a lot of features that are specifically designed for the 2D game development. This also means that there is almost always more than one way to implement a game.  You can play online before you read any further: https://vkrishna.itch.io/color-jump Things I wanted to achieve: Flexibility to design chunks of gameplay Build a procedural system to use these chunks A workflow for quickly treating it the chunk changes Attempt 1: I created an array of strings which would represent each rite if the world. Though this sounds ridiculous at first it works for a jumper game as the horizontal movement is limited. var block = [ “[___________]”, “_______” ] The advice structure worked fine but I quickly ran into a problem. It was getting hard for new to visualise  what The chunk was going to look like. So I wanted to leverage the tile map editor from engine to do the level design as well Attempt 2: I had good format for describing the chunk but it was hard

Another Customizable Character Style

Im' not doing a lot of shading on these flat characters, i.e pure flat designs I probably will have to look at doing that. Makes the things pop out a lot and gives more polished look.  Coat guy

DeadPool

I've made a template character for creating flat customizable characters for games or rendering. I've used the template to create one of my fav characters "DeadPool" here it is hope you like it.

King (Flat Character)

Continuing from my previous work, I was able to put together a different character. I'm not sure if this looks good enough to pass as a viable asset for games, but here it is: King Atlas   King Character Ref for characters Denim guy Atlas

Customizable Characters

I've been following a lot of flat design trends for characters. I love the simplicity of the shapes used to convey motion. I wanted to take a stab at it and here are the results. Template Character Atlas for the character After creating this in inkscape, the next big question was to figure out how to animate. There were too many options around to achieve this (since i wanted to use this in games) Unity 2D Animation Tools Godot  Dragon Bones  Spine  And many more i probably don't know yet :) I eventually went with Dragon Bones even though it was a pain to get to work with it due to some "login" issues. Eventually worked with an older version which seems to be solving my purpose.  After spending a couple of hours tweaking and tuning the animation, here is what i have :) I've got a couple of more variants coming up stay tuned. 

Making games with cocos creator

I've gotten on to my second game using cocos creator and the experience has been pretty good so far. The UI is intutive, and the best part is that the engine is modular. you can literally strip away the pieces that you don't want and build a lean build that is perfect for the mobile web. The first game i created was an endless runner with a car in it to put mildly :) One major issue we have been facing was figuring out the particle system. There is a 2D particle system that can render as a flat plane in the 3D world. Fortunately it rotates in 3D and can be positioned in 3D. We had to tinker around but were able to get it to look the way we wanted it to. The second game is a rolling cube game, with some puzzle elements in it. I've been toying around with the idea of creating these "scenarios" for each section of the game and the user goes through them in a random order and it creates a good feel of randomness. This will eventually be used for creating a scena

EnvMap in CocosCreator

We wanted to get envmap effect implemented to ensure that we are able to show shiny surfaces. Since it wasn't clearly defined or showcased for cocos creator, i assumed it might not work. I wanted to make sure its' easy to setup so we don't loose a lot of time setting up a whole new renderer. Fortunately, the cocos creator engine has already setup the required pieces in place to get this working. I've been able to get this working on Cocos Creator 2.2.2. Here is the gist for implementing the same. Here is how it looks in action :

Google Analytics in Cocos Creator Web Games

Integrating google analytics for a web hosted cocos game is similar to integrating GA in normal websites. Add analytics.js download code to index.html use "ga" object to track events in the game.  This gets tricky if you want to do the same for a game that is running from within a mobile app. i.e, if you are embedding the web build from cocos creator into an android / ios app and loading it from disk for displaying in webview.  Add analytics.js download code to index.html Make GA use localStorage if you are not allowing cookies in webview. Disable the protocol detection in GA  Following is the code snippet to do it: Hope this helps anybody who is trying to achieve the same :)