Saturday 26 December 2015

Hey guys,

Not been doing much for the past month, but back to coding now. I can now delete multiple tiles in the placement editor by holding down the right mouse key and moving the mouse over tiles. This along with being able to place multiple tiles by holding down the left mouse button will allow me to build levels a lot faster than before.

Next i want to be able to adjust level sizes that i said i was going to do in my last post,but  didnt get round to.

I dont know whether to pick the level size when i create a new level or just start designing levels and let the editor adjust size as i add tiles. It might be easier to pick level size on creation, as that is the way the code works at the moment, to allow it to expand as i go will be a bit more difficult as i will have to work out sprite numbers as i go along,and will disrupt the way the levels are created. I will have a think about it and see what i can come up with, although making editor adjust size would be much more flexible and less restrictive.

Tuesday 1 December 2015

Hey guys,

I have been working on the placement editor, the baddies now appear on a separate layer, so i can turn the baddies on and off. Previously i could not place any tiles or objects under the baddies, this has now been changed and i can add things to the same tile the baddies appear, and get rid of them when working on the level layout.

next i want to add the ability to change the size of the levels, currently all levels have a fixed width(40) and height(23), No idea why i picked this size of level, might have been some thought behind it that i cant remember now though, but whatever the reason this size is very limiting for more complicated and bigger levels.

Tuesday 24 November 2015

Hey guys,

The long wait is over, game is finally released and is available here


Its been a long while getting to this point.
its not the best game ever but its the most complicated thing i have ever attempted and i am happy with it in its current state.
I could have added lots more to it as i have loads of ideas, but thought this project had to come to an end eventually, maybe a sequel to add some of those other ideas i had...;-)

Friday 20 November 2015

hey Guys,


Sorted the crashing out at long last, this has been occurring for a long time now, but kept putting it off as there was so much more that was needing done, got to the stage where i had to get it sorted in order to continue. took me a while but got it sorted in the end. It was occurring when i was loading in new levels and the code was not starting at the beginning of the main game loop, but somewhere in the middle for some reason.
I had to manually go through the code to see what was happening and came to this problem that has now been fixed ( about time too as this was really starting to annoy me).

i am now sorting a few more bugs and sorting various things that should not take too long, so hopefully a release before the end of the month is very likely.

Thanks for everyone`s patience in this and wont be too long now.

Friday 13 November 2015

Hey guys,


AGK has been fixed, so i can finish the game up and get it released now.

Had to delete text from various screens and menus that was displayed to help me debug.

Still having random crashes which i have traced to when new levels are loaded and displayed.
I am going to re-code how the levels are loaded into game so this might take quite a while till i figure out the best way to do it, i have an idea so hopefully it wont take too long.

Monday 9 November 2015

hey guys.

All levels finished now.

Few bug fixes.


  • Fixed a bug where sarah was sometimes not jumping when jump button was pressed on Android.
  • fixed bug where app would crash if there was no internet connection when attempting to download high scores
  • Image of timer was not being deleted at end of level, this has now been fixed.
  • Fixed a bug where game would crash if no internet connection was detected and you played arcade mode. This was caused by game trying to look up high scores and trying to print to screen when they were not available.


Game is almost complete but cant quite get it finished because the programming language i am using (AGK) has recently been updated,but there seems to be a slight problem with it when i am trying to download in the high score tables. So i cannot release until this has been fixed so i can test the game thoroughly.

Saturday 31 October 2015

hey guys,

That`s all the levels for worlds 1 and 2 complete ready for release.

I am now testing the game and have a few minor adjustments to make.

Fixes and adjustments

  • I have resized the baddies for world 2 as they were the wrong size and were not appearing on the platforms correctly.
  • Adjusted positions of the arrows.
  • music in the  game now plays full version instead of short version.
  • tiny text was being displayed at start of level in arcade mode, this has now been deleted.
  • moving platforms now appear in front of trees, where previously they would disappear behind them.
  • made the left/right buttons a little larger.

Wednesday 21 October 2015

Hey guys,

Not updated for ages as i have been working loads and not had a lot of spare time, but i have been putting in the odd hour or two when i have been able to.
Anyway i am now on the final level of the game, i will release game after this has been completed and the game has been tested thoroughly.
This release of the game will have 2 worlds with 12 levels in each. I also plan on adding a third world when i have time, but this will be uploaded at a later date.

I have a few minor adjustments to make to the gameplay but nothing major ( I think), i have also managed to finally fix the crashing problem which occurred when i was deleting images before i was deleting the sprites, this caused the cash as once the image was deleted the sprites had no image to display.



I changed the amount of stars needed to get an extra life from 100 to 50, this helps with the harder levels as they were hard to finish without losing a life, although it is possible.

I will upload a new video just before release at the end of the month.

Thanks for all your patience as i have taken a lot of time over this game. At times i thought that I was trying to make a game that i was not able to complete, but i have managed to find solutions to all the problems i have encountered ,even though some have taken ages to sort out, and i actually gave up several times only to come back to coding when the solution came to me.

Tuesday 29 September 2015

hey guys,

Working on world 2 levels just now.

Changed the time to complete level from 500 seconds to 200 seconds, the previous time was far too long to complete the levels and 200 seconds seems much better and more challenging.
if you cannot complete level in time specified the counter continues to countdown and you end up with a negative score and the end of level.

Created some graphics for the world selection function.
world selection function now implemented and working.
Had to flip graphics for the flying monsters in world 2 as they were flying backwards.

Have to apologise to folks as i have to put the release date back to end of October, finding it hard to spend lots of time finishing off game, with full time job and family commitments, finding it hard to complete it in the little spare time i have every week.

Friday 18 September 2015

Hey Guys,

still working on the levels.

World 1 is now finished, working on world 2 now, might release game when world 2 is finished and update when world 3 is finished, which would not take too long as everything else has been done and can concentrate on the level design.

Added a jewel count to the level editor as i was losing count of the jewels in the level, makes it a lot easier to keep track of the jewels without having to scroll through the whole level to count the jewels.

I have also fixed a small bug in the editor which took me to the wrong place in the level when i clicked on the end button, should have taken me to the end of the level (bottom right of level) , this has now been fixed.

I have uploaded the game as it is with the complete first world for you all to try.

Download from google play store here
Might take a couple of hours before new version appears in google play store.

Tuesday 8 September 2015

Hey guys,

This is a short update to let you know what i have been doing, not much coding apart from the odd tweak here and there. Mostly been working on creating  levels. The level editor has a slight bug where the baddies are not being saved correctly sometimes, so have to track the error down manually or restart the level completely sometimes. I have tried tracking the bug down but because it only happens sometimes it is difficult and would rather spend the time getting the levels completed rather than wasting time trying to fix the bug. I have tried but spent a whole day trying to find it with no success. going to rewrite the whole function again once the game is finished.

Still working on the levels, world 1 almost finished. its taking longer than i thought it would to create the levels which includes, designing and playtesting , whilst trying to make the levels challenging.

I hope to finish off all the levels and release the game at the end of the month.

Wednesday 26 August 2015

hey guys,

Not made much progress on game as i have been working a lot, but should be able to get back to it now. I was hoping to release game at end of August but due to work i have to move the release date until the end of September.

I have started working on the levels that need to be created for the game, This is proving to take quite a bit of time as, i have to test the levels and make sure that everything can be completed and that there is not anywhere that you can get stuck, or levels that are just too hard or impossible to complete.
I am getting there though, I have also added some more varied graphics for the monsters and baddies.

Still a bit more finishing touches as well but i am getting there, just going to take me a bit longer than i would have liked.

Sunday 16 August 2015

Hey guys,

As i was play testing the game, I noticed that the menu titles were not the same for every menu, nearly, but not quite. I noticed that some had a slightly different font, some had a slightly thicker border, font sizes were different. I have now to go round them all and get some sort of consistency. That`s what i get for not writing down the font,sizes or styles used, and relying on my memory.

Im also starting to create more levels for the final release of the game, hopefully i can make these more challenging as the game progresses.




Improvements:
  • Changed all the menus so that they have a standard look.
  • Added game save facility, so that your progress in casual mode is saved along with how well you have done in each level. 
Changes:

  • Changed size of the settings screen as it was too big and i was changing size within code. This has now been made smaller so it will save space and not needing to resize in game.
  • stars collected were not being displayed in casual mode, this has now been fixed.
Bug fixes:

  • Fixed: progress in levels was not saving correctly.
  • Fixed: sound for extra life was being played when sound was set to 0% in settings

Known issues:


  • Game still crashing sometimes when loading new level in pc version, not as much as before though.
  • Cant enter a space when entering name in high score screen on mobile version.

    Wednesday 5 August 2015

    Hey guys,

    been working on the IAP for the game, which takes ages as you have to upload any adjustments you make to google play then wait for a couple of hours before you can test the new code. Slowly getting there though.
    I am also tidying up lots of little things in the game, i have variables being displayed, co-ordinates being displayed, pause game slightly to see certain things happening, fps being displayed etc. I am now getting rid of all these things as game is nearing completion.
     i have still to implement the game save state, so that when you return to game it knows the levels you have completed and how many stars you got in them, so you can continue in casual mode.


    Improvements:
    • Added a background image to the level select screen.
    • Added a main menu button to the level select screen.
    • main menu button on level select screen now works.
    • Added IAP to game to get rid of adverts, still testing at the moment though.
    • Added credits screen.
    Changes:

    • You now get an extra life when you collect 100 stars in arcade mode.
    • added some particle effects when you get an extra life.
    • Added hi score to game hud. So you can see what to aim for, in arcade mode.
    Bug fixes:

    • fixed an issue where the score was not counting down to zero when adding time left bonus to score in arcade mode.
    • fixed the issue with sarah as an angel not appearing in the mobile version. I had saved the image in a format that AGK (App Game Kit) did not support.

    Known issues:


    • Game still crashing sometimes when loading new level in pc version, not as much as before though.
    • Cant enter a space when entering name in high score screen on mobile version.

    Image of Credits screen


      Monday 27 July 2015

      Hey guys,

      Started work on the In app purchases. this is just to get rid of ads for the moment. This might take me a while as i have never had any IAP in any of my apps before.




      Improvements:
      • Created sprites to animate for death sequence.
      • implemented death sequence.
      • Had to turn physics off when sarah died and turned into an angel as she could not fly through the tiles.
      Changes:
      • Game now checks if you have an internet connection when loading high score table. Game would previously crash or hang until one was found. It now checks for 5 seconds before continuing without the high scores.
      • fixed a glitch when playing casual mode score was being added up before going to score screen as well when it got to score screen.
      Bug fixes:
      • when viewing high score table before playing, in game score is set to lowest score in table. this has now been fixed.
      • Small glitch fixed when score was not being reset when starting new game.
      • The score was not adding up correctly in certain situations, now fixed.
      • Fixed a bug where entering name in mobile version was not working.

      Known issues:
      • Game still crashing sometimes when loading new level in pc version, not as much as before though.
      • sarah as an angel does not display on mobile , ok when testing on pc.

      Monday 20 July 2015

      Hey guys,

      everything seems to be coming together nicely now, the high score table is now working although i have to design some graphics for it to be displayed. I was having a bit of trouble with this as new high scores were only being displayed when you started a new game, but managed to sort this out.

      hopefully will be able to release game at end of August. But not promising anything at the moment as these release dates tend to be off a bit.

      My to do list doesnt seem to be getting any shorter, as soon as i can cross something off, something else needs to be added. At least its not getting any bigger and should start to get smaller very soon hopefully.  :-)


      Improvements:


      • Added a back button to the high score table, to take you back to the main menu.
      • You can now enter your name when you get a high score.
      • created graphics for high score screen.
      • Tidied up the high score name input screen, now looks ok,and name centered as you type it in.
      • High score screen now finished, all data formatted so that it looks good when printed to screen.

      Changes:

      • Added a "loading..." message after splash screen whilst the game is being initialised

      Bug fixes:

      • The game crashed when displaying the high score table which contained less than 10 entries.  now fixed.

      Known issues:

      • Sarah seems to float about for a while when you reach the end of a level.
      • Game still crashing sometimes when loading new level in pc version, not as much as before though.
      • when viewing high score table before playing, ingame score is set to lowest score in table.


      Here is a new video of the latest version of game. This shows you the arcade mode being played.


      Sarah in Candlyland


      Monday 13 July 2015

      hey guys,

      I had an issue when the game was crashing every now and again when it was loading a new level, I think i have found the  offending code, which i have now deleted as it was redundant anyway and did not need it. Still testing though. not sure why the code was producing a crash and it didnt even happen all the time. after playing several times and no crashes hopefully this has been sorted. The crash only happened in the pc version of the game and had no effect on the mobile version.

      here is the recent work i have done.

      Improvements:


      • Changed the way Sarah flashes when she has been hit, had an issue when she was invisible for too long in certain situations, this has been fixed.
      • Changed the length of time and frequency Sarah flashes for after being hit, as the length of time was not constant before.
      • Sarah was hovering slightly above platforms when walking, adjusted her positioning  so she now stands on platform correctly.
      • Added a different sound when you collect a jewel.
      • All sounds added to level complete screen.

      Changes:

      • Got a basic version of the online high score table working, just need to create some graphics to display the table in the game.



      Bug fixes:

      • Fixed a crash when new levels were being loaded in pc version.
      • Fixed: When played casual mode , then arcade mode next game the select screen menu would appear when it should not. 
      • When played casual mode the arcade mode next game it would always start at level 2, this has now been fixed, starting at level 1 now.
      • Fixed: When playing arcade mode level select screen would be updated when it should only be updated in casual mode.


      Known issues:

      • Sarah seems to float about for a while when you reach the end of a level.
      • Game still crashing sometimes when loading new level in pc version, not as much as before though.


      Saturday 11 July 2015

      Hi guys,

      Still coding away i am concentrating on tidying up the menus just now, for the first release.

      Additions and bug fixes
      • Making the buttons on main menu flash when clicked. This will give you a confirmation that you have pressed the button, so you can visually see it.
      • Fixed a bug where the stars and jewels  collected were resetting to zero after every level in arcade mode where they should not have been.
      • Padded out the scoring by adding zeros to the front of score in the level complete screen in order for all scores to align correctly.
      • Created a function to pad out scores by adding zeros in front of them. (eg a score of 123 would be printed out as 000123). the function is flexible as you can specify the total length the score should be. so a score can be 4,6, 10 digits  in length or anything that you specify when you call the function.
      • centered scores in level complete screen by adjusting position.
      •  aligned text and padding out scores in arcade score screen.
      • aligned score in main game screen.

      Thursday 2 July 2015

      Hey guys,

      I`ve decided to implement the two game modes for the release version, i feel releasing with one then adding the other would take away the fun from the game and many users would miss out, as they probably would not download again after playing and uninstalling the game.

      Bug fixes and additions

      • Designed casual mode and arcade mode buttons.
      • Added casual mode and Arcade mode buttons to main screen.
      • Gave buttons a slight wobble when they have been picked so you can visually see selection.
      • Fixed bug where you were not taken to level select screen after you started another game after death.
      • Casual mode now works as it should. (This mode is the game as it stood, but fixed a few bugs). 
      • Fixed bug where jewels collected were not added to score.
      • Moved the on screen scores depending on mode of play.
      • Arcade mode now works. Levels load ok. 
      • Fixed a bug in the rate me screen.
      • redesigned the final score screen for the arcade mode.
      • Fixed bug where score in arcade mode was reset at start of every level.


      I thought implementing two modes of play would be difficult to implement, but turned out easier than i thought, took a bit of time but was easy to figure out what needed done. Still need to sort the scoring screens, and the final score screen for arcade mode, along with the high score tables.

       Its funny how coding tasks that you think are difficult to implement turn out easier than first thought and vice versa.

      Sunday 28 June 2015

      Hey Guys,

      Been working on the star grading system for each level, so you know how well you have done in each level.

      Had a thought... Might add two game play modes to game. mode 1 would be like a casual mode where you would try to complete game as you would trying to collect everything and doing it in time limit to get 3 level stars, objective in this mode would be trying to get 3 stars on every level. mode 2 would be like an arcade mode where you always start at level one and you do not need to collect everything, just get to end of level, in this mode you would get scored for everything and the total score would be displayed as you play, this mode would also have an online high score table for everyone to take part in and see if you can join the elite players.

      the Arcade mode would make it much more playable with players competing to get onto online scoring tables.

      This would probably take some time to implement, so might just release the original version without the 2 gameplay modes, i`ll see what happens, in the meantime back to coding.

      Bug fixes and additions


      • Star grading system works at end of level. Stars are displayed depending on how well you have done in level.
      • Star grading now displayed in level select menu. Each level completed now shows how well you have done in it.
      • fixed bug where level star grading was not being displayed correctly if level was replayed.
      • Fixed a bug where sound was sometimes not played when tallying up score at end of level.
      • fixed a bug where some sprites were being checked for collisions after being deleted.
      • Designed the graphic for the final score screen. (for arcade mode)

      Wednesday 24 June 2015

      Hi guys,


      Still got an issue where the level data is not being stored correctly, I made a large level, saved it then tried to playtest it , but it did not load correctly. No baddies were loaded and the start position of Sarah was not correct. Must be that somewhere in code, probably when im adding baddies to the game, something is not being saved correctly. I will track it down, but will take some time.

      Additions and bug fixes


      • Created 4 new levels, which will be available in the new beta version.
      • Taken out all pause routines that i had inserted so that i could see how things were happening and to read certain settings within game.
      • Changed position of timer and lives left. New position seems more logical.
      • Added a skip function to the score screen, when screen is touched total score is displayed without having to wait  for it to tally up. (speeds things up a bit for the player).
      • Added jewels to the game. There are five jewels in each level to collect, which are usually placed in hard to get places.

      Im currently working on the star level rating system. Each level will have a maximum rating of 3 stars, 1 star for all stars collected in level, 1 star for all jewels collected in level and another star for level completed within time limit. This system gives players something to achieve within each level rather than just getting to the end of level exit. Also adds some replayability to the game, to try and get maximum stars for each level.

      I might also add a system where the next world is only unlocked when a certain number of stars is unlocked in world before it and not when the end has been reached in all levels. Not sure about this though. Do you have any thoughts? let me know by commenting :-)

      Sunday 14 June 2015

      hi Guys,

      Still trying to tidy things up for a final release. I still have loads to do, but they are all little things that need to be done to tidy up and make game more polished, also finding the odd bug that needs fixed or slightly modifying screens for a better look etc, i could probably tinker about for ever, but will eventually have to release the game at some point. Anyway, things that i have done since my last post.

      Bug fixes and additions

      • fixed a bug where the number of tiles being added was incorrect when adding and deleting baddies, which resulted in game save files not reloading correctly.
      • adding a few more levels to the game.
      • added some more varied tiles the levels to make them more interesting.
      • The levels created in the placement editor now save in the game folder. These were created in the placement editor folder and had to be moved manually to the game folder every time the levels were edited. This saves a lot of time when testing and editing levels.

      Monday 1 June 2015

      Hey guys,


      Created new font for game, which is a bit more colourful and suits the game better.
      worked on the score screen a bit, its a bit better but not finished yet.

      Have added a new layout to the score screen which looks much better, still need to tweak it a bit.

      Added  a timer to the game which you must finish the before it runs out or you lose a life, time left will also be added to your score

      Not sure if the timer will stay like this, i might change it so that you do not lose a life if timer runs out, you just wont get any bonus score.

      I am just going to tidy everything up now, so that i can release a new version, I will also have to add new levels as old levels do not load anymore as i have changed the level data by adding more information to it.


      Bug fixes and additions


      • Deleted tiny text that appeared at start of every level
      • Adjusted the spacing of the numbers in the timer as they were too far apart.
      • Made the score increment faster in the score screen, as they were taking too long if you had a high score.
      • Added  "not now" and "done" buttons to the rate me screen.
      • Timer reset  at start of each level. It used continue countdown when new level was started.
      • Score screen was not being deleted on exit of screen, now fixed.
      • several adjustments to text that appears in score screen.

      Here is an image of the score screen for you all. Not added any images for a while sothought it was about time. 

      Score screen

      Monday 25 May 2015

      Monsters have been added to the game, which move left and right with the sprite flipping so the monster is facing in the direction of movement.

      Added a Rate me button, so that users can rate the app. Hopefully this will encourage people to rate app in google play store.

      Fixed the screen positions of the monsters as they were hovering above the ground.


      Known bugs to fix

      I have an issue with the placement editor that has appeared since i added the monster movement function that i cant seem to pinpoint but it does not affect the output too much and can fix the fault that appears in the level save file manually, hopefully i will find it soon though.

      lives are reset after each level where they should not be.


      Whats next

      Going to add some new levels.
      tidy up the scoring screen

      Monday 11 May 2015

      Arrows can now move right to left and sprite flipped so that it moves in correct direction.

      adding monsters to the game which move left and right continuously.

      Once this feature is added going to tidy up all  loose ends in game, add the first world to game and release first version.
      When this is released i will still be working on it, adding world 2 and adding some in game effects to make it look nicer and more interesting.

      Tuesday 28 April 2015

      I took a rest from coding for a long while because i have been working a lot and i came to a stage in the game where i was trying to get the frame rate higher but was struggling to find where the game was slowing down.

      When i came back to the code with a fresh pair of eyes i set about going through it thoroughly and eventually found where the slow down was occuring. i was loading in extra images every frame  which resulted in a memory leak. I have now fixed this.

      I almost gave up with the project as it took me ages to figure this out,but now i hope to get it moving along again with renewed enthusiasm.

      Thursday 26 March 2015

      Hey guys,

      Going through my code to tidy things up a bit, code lots of stuff that i dont need anymore because i left in bits of code when i changed things, just in case the changes didn`t work.

      Also need to go through my media to delete sprites that i no longer use, or have changed, again i kept all the old stuff in case i decided to change things back, i might still decide to keep these but put them in a different folder so that i can use them  for new projects if i need them as placeholders.

      I have played about with the physics and i am sure everything is as i like it, what do you guys think?
      because the physics have changed the levels need to be changed as well as Sarah does not jump as far as she did, i have kept the height that she jumped as it was though.

      I have released a new version to download with all the recent changes and have added a new level to try in the beta version.

      Again would be great if you could comment on any suggestions and features you would like to see in the game.

      Changes and bug fixes:

      • there was a slight pause when Sarah got injured, this has now been removed.
      • changed the Physics(yet again :-)), i think i have got the physics right now. Sarah does not seem to hang in the air as much, and as someone commented it felt as if she was  too "floaty".
      • changed the image for the stars that you collect during the game.
      • changed the size of the stars.
      • Released a new version of the game with the recent changes.
      • added a new level to beta version.

      Tuesday 17 March 2015

      Hey guys,

      Spent ages trying to fix a bug where Sarah would keep jumping when the jump button was continuously pressed on mobile, this has now been fixed (i hope. still to test thoroughly though)
      I have been tweaking the movement and collision detection of Sarah, to try and get it just right for the game, I feel the changes made provide more of a challenge, as she was jumping  too high. I have also tweaked the size of the sprites so that the game plays better overall, i feel as if i could tweak the settings forever to try and make everything work a bit better, but i will have to leave it at some point or i will never get the game done. still got loads to implement including game menus, levels, end of level screen, pause screen. this game will be free but with ads to support extra development like new levels and features etc. will try and include an in app purchase to get rid of ads for those of you that would prefer to pay me a small fee to get rid of them and make the game more enjoyable.

      Once i have tested some more i will upload the latest version to the app store.

      Remember to leave a comment with any bug reports, suggestions or just to say hi.


      Features added and bug fixes

      • Fixed bug where sarah would jump continuously on mobile version.
      • Changed the collision detection on Sarah, slightly.
      • Changed the height that Sarah jumps, felt she jumped to high.
      • Changed the size of Sarah, made her slightly smaller so that she can fit under 1 tile height.
      • Had to tweak the jelly spring sprites. i took away the excess transparency, and changed the height and width  slightly.
      • Changed the height that the springs propel you, felt it was far too high.
      • Added a 3rd level to the beta version.
      • adjusted the height of the spike sprites as sarah was colliding with them even when she was standing on a platform and they were below her.

      Sunday 8 March 2015

      Hey guys,

      I hope some of you have managed to try out the beta of my wip (work in progress).
      I have been working on the graphics for a bit this week, going to add a new graphic for the spring which is going to change from an actual spring to a jelly that propels you up, hopefully want to add a bit of  animation to this as well so you can see it wobble


      Additions and bug fixes

      • added new graphic for moving platforms.
      • added links to my blog to take you directly to my apps, for you to download.
      • adjusted the positioning of the level start/end doors
      • placing and deleting tiles in editor now faster.
      • changed the graphic for the arrow in game.
      • added new spring graphic
      • added animation to springs
      • tweaked movement of main character ( still some work to be done on this, not quite happy how she jumps)

      Wednesday 25 February 2015


      Hey guys,


      I have been designing a few levels so that i can release a beta of the game for you all to try on the google play store. Came across a sight problem that when designing the levels i sometimes forgot to name them before saving, which came with the problem that when i named them by creating a new level, all the data was deleted, so had to start from scratch, i had no way of naming a level that i had created without having to delete it. This has now been fixed which is far better, because every time i did it, a lot of swearing occurred, but i was determined to finish the levels before i added this feature, as i wanted to release the beta version, this didnt happen as i did this far too often and a lot of levels got deleted, so this feature is now added. Why it was not added long before now i have no idea.




      • Added ability to name level if no name has been set in editor.
      • added some background graphics
      • added lots of new platform tiles
      • added some ads, just to see if i can get them to work. Ads will not appear in game while playing level.
      • added splash screen.
      • Working on releasing a beta for you guys to try.
      • Beta released for you to try.

      Friday 20 February 2015

      Hey guys,

      changed the layout of the placement editor, to allow a lot more tiles to be shown. I have also changed the data structure of the save level file to allow more data to be saved. As a result of this i have had to go through the code to change the new layout co-ordinates in the world view as the tiles were being placed incorrectly and had to do a bit of re-coding to take into account of the new data as well. Still finding the odd bugs here and there, thats what happens when you dont really plan something and change the layout and data structures of things as you go along. I keep thinking of new features to add to the editor and as a result will also need to change the data structure too take into account of the new features. (eg, i want to add the ability to rotate tiles when designing levels, which would save me having to design new tiles in different positions, but in order to do this i will have to add the ability to store the extra data in the save level file for the amount of rotation given to the tile and then code this into the game so that it knows how to rotate the tiles and by how much.). This will take a bit of time and no doubt a i code this it will throw up a whole host of bugs that i will have to fix.


      Bug fixes and additions to code:
      • Fixed bug where you would die as soon as you started level in game
      • Changed the dimensions of the springs.
      • fixed bug where the moving platforms were not being placed in the correct position in the editor
      • Fixed bug where spikes could not be deleted when using placement editor
      • Fixed bug where clouds were not appearing in game, because i had renamed them in the editor program so that the in game load level code would recognize it as a background tile, i just forgot to rename them in game.
      • Fixed bug where spikes were not being displayed in game.
      • Fixed bug where number of moving platforms was not being updated when delete all was pressed in editor.
      • You can now delete baddies from placement menu, so you can edit level.

      Monday 16 February 2015

      started to change the layout of the placement editor, because i want to make the area where the sprites are to be larger to deal with more sprites, it worked ok for a few sprites but as the number of sprites increased there just wasnt enough space to place them all, so i am moving the world view window to the bottom right, which gives me much more room on the left of the window to add loads more tiles, I will also add the ability to scroll up and down the tile list when the number of tiles exceed the space available.

      Have changed the structure of the game save file by adding extra world data, so have to do lots of work regarding this throughout the game and placement editor code, to take the extra info into account.

      Changes made:
      • Moved the world view in editor to bottom right.
      • Moved the data panel to top right to make way for the world view panel.
      • Fixed a bug where the world view sprites were overlapping when moving world view up and down.
      • fixed bug where an extra row and column were added to the world view when moving around.
      • tile select area now enlarged, so now holds a lot more tiles. Previously only held 17 tiles before it ran out of space and now holds 119 tiles.
      • fixed bug where not all sprites could be deleted from world view to edit world data.
      • Changed the structure of the save world file to include extra world data.
      • fixed bug where new world data was not loading correctly.

      Thursday 5 February 2015

      been continuing work on the editor and the baddies menu. i have made the following additions and fixes.

      • You can now click on the baddies on the editor to edit them. 
      • game save function now saves the data for the baddies to be loaded into game.
      • game load functions now loads all the new data to be loaded into editor.
      • Game accepts new data for baddies and they work as they should
      The arrows seem to appear from nowhere in the game so i will have to program some sort of dispenser that the arrows shoot from. so you can see visually in game where they are shot from.

      Monday 2 February 2015

      Hi Guys,

      went to add some baddies to the four test levels that i had created, only to find out that the editor does not clear the levels as the new ones are loaded, so i got all the levels merged into one another and updated the files in the game before i found out what had happened.

      Soooo i have had to redo all the levels again and fix the bug in the editor that caused this. the previous level is now deleted from editor before new one is uploaded.

      Added some error checking in the placement editor to make it run more smoothly, i am currently the only person using this, so i know how to use it and havent thought much about error checking, but after the previous mishap, i will be adding some to stop any more accidental mishaps.



      • Added the delete all command to the editor.
      • Added a new menu to confirm whether you want to create a new level or not, warning the user that all current level data will be erased.
      • Fixed bug where co-ordinates of baddies picked was not saved correctly
      • Baddies now appear visually in the editor, so you can see where you placed them.



      Monday 26 January 2015

      Hi guys,


      All the new data now saves to the level file and loads into game. The game now takes the data and the baddies are now working ( only got the arrow type of baddies working for now). the next baddie type i will implement are the monsters.

      I will put a short video of the game on soon to show you my progress so far. the arrows are fully implemented now with the collision detection working. once i have implemented the monster type baddies i will work on improving some of the graphics.

      I will put some more baddies in the other levels and then i will upload a beta version of the game to google play so that you can try out the game as it is at the moment, your comments, suggestions and bugs will be welcome from u all to help me improve the game.

      Saturday 17 January 2015

      hi guys,

      Been coding the baddies menu to get all the buttons and edit boxes to work the way they should. You can now also pick a start and end positions of the baddie. This all seems to work as it should.
      I have only implemented the types that i use for this game at he moment which is the arrow and monster type. I now have to let the program save all the new data along with the save game file in such a way that it can be loaded into the game which in turn takes the data and makes all the baddies appear in the game. This might take a bit of time to code this but i will keep you posted on my progress as usual.


      here is a video on my progress of the placement editor.


                                             
      Placement Editor

      Monday 5 January 2015

      Hi Guys, Fixed a bug in editor where the tiles were not being placed correctly sometimes.

      Below is a screenshot of the baddies menu, which will allow me to add obstacles in the game to make it more challenging.

      I am going to add the arrow and monster types for the moment in this game as that is all i need at the moment. The arrow type is like an arrow is being fired from a bow, it shoots out from one tile and flies across the room until it gets to another tile, always in one direction, either right to left or left to right. the only settings this type needs is the start/end positions, speed and delay. The delay setting is the delay between each arrow type being fired.
      The monster type needs the settings start/end position, speed and delay. the direction for this type is worked out by the start and end positions and they can travel continuously from left to right and back again or up and down continuously.

      Baddies Menu

      I now have to implement these into the editor, i keep you updated as i complete this.

      Baddie Menu now displays in editor and the cancel button is functional.