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Showing posts with the label CocosCreator

GameDev on Steam Deck

I've got the 64GB og steam deck, After almost a year of using it i had to start using the deck as a development machine as well not just for gaming. I wasn't sure how it would pan out, theoretically everything should be possible but i had couple of major blockers .. I was running out of internal storage I needed to make sure that the engines i use work on SD. Cocos Creator (Windows / Mac) Godot Engine (Windows / Mac / Linux) Unreal Engine (Windows / Mac / Linux) Unity Engine (Windows / Mac / Linux??) The Internal Storage: Since this was a 64 GB version, i kept running into the disk space issues, i had to take the leap and upgrade the ssd. Fortunately i was able to find one on amazon which decently priced. I followed the IFixit's guide to upgrade the ssd: https://www.youtube.com/watch?v=GSvdsic4_dk This was crucial if i wanted to use the deck without thinking too much about what i was going to install on OS. So if you are like me and are really afraid of breaking something ...

Tiny Town Racing

 I have finally released the Tiny Town Racing game on itch.io with donations enabled. I am hopeful this will bring in some revenue stream. Would be  great to have a steady steam of income through this channel.  It was a fun experience to go through  the process of building the customizations. I especially loved the state machine stuff and that i should stick to using it even if the game is small. The tradeoff for amount of code is worth it just because it is so manageable as the project goes on.  Enjoy the game online at Poki.  https://poki.com/fr/g/tinytownracing

Post Processing Effects (Cocos Creator 3.2)

Adding post processing effects to a game helps you change the visuals dramatically with fairly low effort. So when i wanted to change the look of the game that im making using Cocos Creator i couldn't find a well documented way to do it :( The only documentation available asks us to create a flow and im' not entirely sure where that plugs in as its' surprisingly light on details.  Check for yourself   Post-processing · Cocos Creator While I was searching for answers I found somebody suggest that this should be done the old-school way.  Render to Texture and a Full-Screen Textured Quad .  Fortunately this setup was pretty easy to do within Cocos Creator. Create a Render To Texture Resource Set the game Camera target render as this resource.  Add a new Camera and a Quad to the scene (set the flags to be different from the original game objects/cam hierarchy)  Create a new post-process material for assigning to the Quad.  Create a new Post-Process Ef...

Tiled TMX Objects to Physics Objects (CocosCreator3.2)

So i've been using the Tiled editor for creating the background for the pixel art game i am making. Somewhere down the line i decided it made sense to have the walls of the level be automatically generated based on the tiled Editor instead of setting it up in the Cocos Creator. So how do you do it? 

CocosCreator 3.2 Touch to Local co-ordinates 2D

There could be scenarios where you would want to understand the position of touch within the local co-ordinate system of a 2D node. Use-cases where this is useful Moving sprites within a confined location Virtual JoyStick implementation.  So in 3.2, you first need to convert the screen coordinates to 3D coordinates then convert the 3D world co-ordinate to the Local Co-ordinate of the node. This can be done as follows.  //in touch callback.      let   touchLoc  =  event . getLocation ()      let   screenTouchLoc  =  v3 ( touchLoc .x,  touchLoc .y,  0 )         let   screen2World  =  this .stageCamera. screenToWorld ( screenTouchLoc )         let uitComponent = this .node. getComponent ( UITransform )?           let   touchLocInNode  =...

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 :