Dev BlogPosted by Wes Mon, October 24, 2016 05:26PM
The M'Dieval game jam is next week!!!!
After the release of our first demo, we had a pretty busy month here in October. Sadly, we didn't have all the time we wanted to work on the game. Mitomon, with his laptop incident, had to do a lot of his drawing in the library while people gave him weird looks for looking up videos on crabs walking for about an hour. He needed to get that crab walk animation done but it turned out great.
As for me, school really hindered my progress with midterms and homework and everything piling up at once. I am finally getting time to breathe this week and now it is crunch time for the AFF team. We have a lot to do before we submit our game to M'Dieval. I am going to be working on level design and refining the enemy AI while Mitomon will be polishing enemy animations and music for the game. Hopefully by the beginning of November we will have an updated demo out for the game and a nice teaser to go with it.
Wish us luck through this peroid and hopefully we will come up on top for M'Dieval.
Wes ZonePosted by Wes Mon, October 17, 2016 05:21PM
LibGDX has a scene 2d class which is really nice to work with. The way it works is that you create a stage for every scene that you have. A scene could be your main menu screen or your death screen or any level. Then you would create actors to put in the stage. An actor does not have to be a character, it could be something so simple as a tile or an arrow or even the background.
Usually what I do is I have each Actor be it's own class. Inside that class I would extend the Actor class and override the act and draw function. You can think of the act function like the update function in Android. This is where you would update what needs to be updated for the actor to work correctly. For example, an arrow needs to keep moving once it has been shot so in the act class you update the position of the arrow per frame. The draw function is pretty simple in the fact that all you do is draw your actor.
Once you made all your actors for the scene, you would add the actors to the stage and then in your main function you can call stage.act() and stage.draw() in order to get the game moving and make it look seamless. The fact that LibGDX provides this makes writing the game so much easier.
That's Scene2d for you. Next time i will dive into my BaseCharacter and BaseEnenmy classes to give you guys an idea on how I write my characters. It will be more like a game programming 101 post.
Make something great,
Wes ZonePosted by Wes Mon, October 10, 2016 07:04PM
Hey guys, Wes here. My real name is Wesam and my internet name is shogun656. This is my first post to Wes Zone and i wanted to start by introducing what this page is going to be about. Wes zone will be more on the programming side of A Finnish Fable and we will discuss what we do to get a game like AFF to run.
The next reason why I choose LibGDX is because it is a Java based framework and Java is my favorite language. I came from a background of making android games so I was already used to Java and love writing in it. Also, having an artist (Mitomon) that has some Java background makes communicating concepts much easier. Him having some coding experience has made things so much easier for the both of us. Sadly I don't have a strong graphics background to compensate.
Those were the two main reasons I chose LibGDX so next post I will be diving into LibGDX and their scene2D managment class to show you why LibGDX has been a pleasure to write in. I won't be posting as regulary as the Dev Blog so go read the Dev Blog if you want your weekly dose of AFF