July 2009
18 posts
A Little Love
AuthenticKaizen was running a thread of “promisingly good freeware games in development” on TIGSource . Amazingly, he’s turned this thread into a fully-fledged website. It’s a great place to check out indie-games in development.
Pixel Prospector
What does this have to do with us you ask? At the time of this post Moldering is on the front page! It also has it’s own...
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Ogg Music Support
We’re using Ogg because it’s royalty free and provides fine compression. Using J-Ogg, I’ve managed to get streams to play, but I ran into a problem. The game hangs when the song is finished (either that or it continually loops the last buffer)… so I’ve got to do some debugging before I can move on.
Anyway, Ogg streaming is great. We can have a large library of music...
Project Chainsaw
The guys over at SharkArm Studies stopped by to say hello on our devblog and linked us up to their new game-in-progress Project Chainsaw. The game is in a similar fashion to Moldering and looks very promising. I figured I’d do them a little bit of advertising and shout out about their game since it looks great.
Here’s a link to their development blog:
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Site Updates
I added some new site navigation on the right side as well as expanded the about page.
On another note, I’ve also been working on some collision detection stuff and have been doing some musing about designing an online sketch pad that works per-map for designing the world of Moldering.
I’ll be sure to keep you guys updated!
-James
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What is Moldering?!
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// -->]]]]>]]> Moldering is a 2D side-scroller inspired by the classic gameplay of Super Nintendo games like Zelda and Super Metroid. It was first inspired by the Knytt Series. It started as a personal project by James Daniello, a Computer Scientist, to help him learn Java and computer programming in general, and has...
You just lost the game!
Sorry, had to do it. :P
RULE 1: You are always playing The Game.
RULE 2: Whenever you think about The Game, you lose.
-James
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Game Update!
We’ve got the graphics for three worlds of the eight worlds just about reworked and finalized. There’s still some objects we need to add along with additional tiles, but we’re happy with the way these worlds are panning out.
I won’t go into too much details to keep the spoilers to a minimum, but here is the rundown of the world secuencing at the moment. Links are provided...
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Back from Vacation
Hey, we’re back from vacation, and while I was away I programmed some cool things.
1. Slow-motion. This is a temporary slow motion in which everything is slowed.
2. Slow-motion 2. This slow motion allows the player to move at regular speed while everything else is slowed down.
3. Save points. These points can save and load the player’s position.
4. Death. The player can die now and...
Vacation
Zack and I and a couple of friends are taking a vacation in the Adirondacks for the next week. There’s no phone service or internet so we won’t be updating.
See you next Monday!
-James
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Custom Polygons as Boundaries
I created a mechanism for drawing custom polygon shapes in the level editor. These shapes can be used to draw boundaries. Unfortunately because they’re created as Box2D polygons they must meet these requirements:
1. Must be convex. Concave shapes are not allowed. However concave shapes can be simulated by using multiple polygons.
2. Must be drawn clockwise. I don’t really get why...
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Twitching Problem Fixed
Just a small update. I fixed a problem with stacks of boxes becoming unstable when gravity was enabled. The problem was from having sleep disabled for box2d objects. Sleep needs to be enabled to simulate resting contact.
-James
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Added forces on Y-axis
I just got finished adding a ‘weight’ to the player so he now adds force to objects he’s standing on. So, for example, as the player stands on a box the box and player will fall from the added weight of the character, and, any box moving upwards will also move the character with it.
-James
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Ground and Air Friction for 2 Dimensions
Added friction to moldering, both for air and ground. The equation is:
Acceleration = Acceleration - (Acceleration*u);
where u is friction. This value is different depending on whether player is on ground or in air. For example, I set u to .35 when on the ground. This prevents the player from slipping around. However, I can make this value lower to simulate ice, or higher to simulate sand.
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