Sunday 26 July 2015

The Final Twist - Sunday 9pm - Release

So at the end of my weekend I'm pretty much done. It has been a bit move of a mission that I had imagined but I am happy with my final product - I think it has a good finish and is definitely a playable game on a smart phone for a few minutes.

This is my final release at the time writing try it out - play some; it's probably good or bad for your hands. The source is available as usual.

Almost Twisted - 3pm Sunday

I took an early relax last night so didn't end up doing much work on the game after the last demo; however unexpected free time happened to me this morning when a regular commitment was cancelled so I've got my progress back on track and at this point have a mostly working game which is quite fun to play.

Have the the playing surfaces responsive  so they work nice on all devices now (I hope).

It's now got start and completion screens, and a scoring and timing system. There is still some significant work to be done tidying up the graphics and display css; and I'd like to add a few more small features to keep the game interesting; and I'd like to record the highest ever scores in local storage. (also analytics!)

We'll see in a few hours how much of that I get done.

Saturday 25 July 2015

All Twisted Up Saturday 3pm

Walked the dog and had a bit of fun this morning before returning to my game - I've added the basic rules enforcement for my latest demo and it accurately shows and count lifting the wrong fingers. The game also indicates which finger to move and what to target on the touch panel.

 I've also tidied the graphics a bit and made an overlay layer. This is the latest demo which works on most fairly big touch screens. Tonight I will made it responsive to different screen sizes.

Friday 24 July 2015

The Twisted Rush 8pm Friday

I've got the spinner working nicely at this point. The graphics need some improvement but the movement is looking good.

This new demo spins the double spinners every 10 seconds or so; although it doesn't enforce the rules or keep score you can play along with it on a multi-touch device - so I got to play it some and the idea mostly works at the moment on my tablet.


The Twisted Rush - 2pm Friday

Got a basic board working on multi touch (in the sense that it lights up when you touch different panels) and am beginning to develop a spinning selector panel thing.

You can take a look at a demo here (remember it doesn't work with a mouse).

So far so good!

A Sudden Twisted Rush - 10am Friday



I have been a little behind in game development and have still not finished my ascii flyer but I have decided to do a jam-style game development this weekend (which includes today as I am not working). It's going to have to be fast because; perhaps 16 hours total development time is available to me during this period.

So it's 10am on Friday, currently all I have is this design I sketched a couple of days ago:


If you ever played twister you get the general idea - only for use on a multi-touch devices - you get to twist by yourself with your fingers... Now for some massively quick development.






Monday 20 July 2015

Text Flight - Got Collisions!

Despite ongoing challenges on my time - Grahamstown National Arts Festival and a week of serious illness - I have been pushing on with the text based game and tonight did the hardest part of the coding - character level collision detection on the ascii art.

The terrain generation has been improved significantly since the last version and a new minimal look on most of the art work. In this, my latest demo the plane flashes red on collisions - be warned this code works on desktop chrome only as far as I know - firefox seems to mostly run it atm but makes some z-index mistakes.

Thursday 2 July 2015

TextFlight - Trials and Tribulations

I have been making very slow progress on this my sixth game - the technology is cutting edge and fairly unreliable. A week or so ago I had realized that this game wasn't going to run on ANY IE version because the 3d transform support is partial - this week I found that the game was reliably crashing firefox and only actually worked on Chrome.

Interestingly the current version does seem to run reliably on FF so there must be something specific I'm doing that is confusing FF in some contexts. I have also discovered that many of my assumptions about the browser units 'em' and the width of the fixed font are not in general reliable; a solution I need to fix if I have any chance of implementing collision detection.

On the plus side the system is auto-generating infinite terrain and cleaning up the terrain behind it - also it looks quite pretty currently. So despite being desperately behind time on this one I will continue with it at least to have a fixed course length and crashes.

If you want to take a look (and fly) you can fly with the AWSD keys here.