Indies vs PewDiePie Gamejam

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I’ve entered this week’s 72 hour gamejam hosted by Gamejolt with PewDiePie in which the top 10 games would be played by the man himself and broadcasted to the internets and his endless number of fans. As if making games wasn’t reason enough, having the chance to have your game broadcast to millions of his fans sure was another great one.

tl;dr : Didn’t finish the game. Still had fun.

So I’ve put up some time to make a game this weekend, starting on friday night (16 hours late), I didn’t plan much, booted Unity, Maya and Photoshop, and started to make stuff. I’ve came up with a small idea based on Boson X, and wanted to make a fast paced game. I started to model tubes or portals and a spaceship, and laid the foundation of what could be a level.

Screenshot 2014-11-24 09.31.36

First of, I set it all so the level would fall down on you, making the camera look up, it would give the impression of moving forward. I then changed it to side to side, only changing gravity’s axis. Which, again, I changed by making the player move so I would have realistic jumps, instead of moving the world.

About physics. I didn’t plan much of the stuff I wanted to make, I just did it on a necessity basis. So first I made a custom gravity to pull the ship back in the center after a jump. I had the world rotate instead of the ship due to jump + turning issues that would dislocate the ship to places I didn’t wanted it to go. I’ve later removed the jump and animated it, so I would have more control on the behaviour, which turned out pretty nice actually.

Screenshot 2014-11-24 09.31.52

I had a level, level parts, obstacles and items. I soon ditched the obstacles and put bigger ones with doors, changing the game mechanics. Now you would have to jump above the empty space in the doors. Which worked quite nice. At a certain point you would get enough speed and get to the end level and be warped to another one.

Unfortunately, I didn’t finish the game, due to lack of skill, the theme being highly abstract “fun”, mindset maybe, or just because I went to see Interstellar (which was aweeesooomee!!). Overall I worked around 20h on the game, which is not enough to make it. Mistake number one was to not plan. Eager to make something new and something move on screen, I jumped in, thinking, “mehh, It’ll be a small game, I’ll just make this and that, and it will all work”.. but nooo.. I did had to doodle my thoughts into a piece of paper when I was stuck. Mistake number two, take time to fucking plan your game!! Do not start placing things around without knowing what you want to do. Ok, I got it. Mistake number 3, due to the lack of planning, changing scope delayed progress, making it harder to see the end of it, and ultimately missing the deadline.

Screenshot 2014-11-24 09.32.11

Overall, it was awesome! I’ve not been making these gamejams for some time and it felt great. I’m not sad I didn’t finish it, because I’ve learned awesome stuff while making it. Now I guess, I’ll enter the next competition, letting this game go, since it didn’t struck me as fun, so.. it was a great run πŸ™‚
According to CompoHub.net, The 96 Jam with rules is next, and there’s always the One game a month, so I’ll see you around πŸ˜‰

Simple Achievement System in C#

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Achievements are becoming more and more usual in games. They provide the player a sense of accomplishment and progress by rewarding them with badges that proves their skill and experience. Some achievements are simple and other require a combination of particular actions to unlock. In this article I show you how to make a simple Achievement System using C# and will demonstrate it using Unity3D, but this should be easy enough for you to port it to whatever language you’re more familiar with for your games.

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Non Blocking C# Task Cancelling

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In our previous sample snippet, Cancel a Loop in a Task with CancellationTokens in c#Β , I try to explain how we can get out of a looping c# task, but a problem may arise from that situation. If we were to wait for any result out of that Task, we would be blocking the calling thread until the task returned, which is not good if we are on the main thread. We would locking our UI and might crash our application.

So I’ve been testing different ways toΒ get out of that loop without causing any trouble, and you can achieve what we want many different ways.

So, to begin with, I think I would correctly assume that it is only necessary to wait for a task to complete if that task will return something. If there is no return value, why would we want to call wait on it? We can just break out of it, correct me if I’m wrong. If we have a return value, then it is necessary to surround the wait call on the task with try/catch to receive its result. But then again, we can avoid the locking here with a continuation task, which will create and start the task after the first one completes, giving us the result from the previous task to work with.

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Measure Method Time Performance

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Quick snippet to let you check the time used by any method you have.

This will write to the console the time spent on the method.

Just remember to use System.Diagnostics.
More info on Stopwatch.

That’s it. Enjoy.

Cancel a Loop in a Task with CancellationTokens in C#

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This post explains the use of Cancellation Token in C# using Tasks, which are available since .Net Framework 4.

Say you’ve created a asynchronous Task. The method you’re running inside your task contains a loop ( infinite or not ), and you want to break out of it peacefully. You would need to create a CancellationTokenSource and pass aΒ Cancellation Token to the Task so it can be accessed in the main loop. Continue reading

Final Flapasy on Android

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Hey!

So this couple of weeks, I’ve been mostly working on my Thesis, or at least should have been. But the urge of making games has lead me off track. I’ve participated in two gamejams: #candyjam , to protest against King.com and #flappyjam , to support Flappy Bird’s creator.

#candyjam wasn’t that great for me, I was able to make something, but its no fun really, and the artwork wasn’t made by me.

On the other end, #flappyjam was really nice to make. I’ve made all assets and ended up making a clone of flappy bird under a week. My theme of choice was Final Fantasy, hence the name Final Flapasy, so I’ve made a chocobo for the player and some cactuars as the enemies. I hope you like it.

You can play the game for free either at itch.io or gamejolt.com , and you can play it on your Android phone or tablet for free, obviously. Just follow the link to download it for android .

The game is still buggy, and it has no catchy tune, but I’ll keep updating it if enough persons like it and play it. πŸ™‚

If you like the game, please share it with your friends and family πŸ™‚

Now back to the “serious” work. πŸ™‚
Cheers.

Memtiles Kids and Updates

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So, I’m about to release Memtiles kids for Free. Why? Well, because no one is buying the game really. So I’m going to try another approach. I’m going to insert ads, one or two, and I’ll see whether that ends up creating revenue.

The objective here is to make some money in order to fund other games. I have some games in mind already and as soon as I get some time from my Msc Thesis, and occasional game jam participations ( #flappyjam, #candyjam ), I’ll work on two new titles I have been prototyping and playing with.

One will be of the same style of Memtiles Kids, but with a new twist and for a broader audience. The other is completely different, and hopefully challenging.

Postmortem: Memtiles Kids

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So I’ve released Memtiles Kids on Google Play and sales have been like… zero!.. Well, not zero but, 6, but only because friends and family bought the game. The thing is, advertising. Its not easy to NOT be featured in the front page, not even in launch day!.. Seriously.. wtf?

Anyway, I’m “Waiting for Review” on the iTunes Store, and hopefully that route will give me more sales. Either way, I’ll release a free version of Memtiles Kids with the first theme unlocked, on both stores and link back to the paid version when the demo completes. Hopefully I’ll have more downloads on that one, leading to an increase in sales.

I think the way to go now is to make the games free, to maximize downloads, and have in-app purchases to generate income. Noted! I’ll know that for the next game.

Talking next game, what do I have in mind? Memtiles! Different levels, different gameplay, powerups, more fun, In-App Purchases!! and it will be free! Depending on the In-App purchases, maybe with Ads.. Don’t know yet..

After Memtiles, I’m thinking of some other games, but that’s secret. πŸ™‚