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Posts Tagged ‘computer games’

Lyric the Lying Gymnast

 “Friendship and coin: oil and water.” – Lyric the Lying Gymnast

Oil is common staple and rogues commonly carry a bit for lubricating locks. Although this kind isn’t suitable for burning, it’s fine for making a smooth surface slippery, especially when enemies are chasing you down a staircase. Grease or soap can also be used to slick up a stair, although it takes a lot more time to set a stair with soap.

CR 2: Slippery Stair:

  • Location trigger
  • No reset
  • Search DC 20
  • Reflex save DC 20
  • Multiple Targets
  • Attack +10 melee – 2d4 damage on stairs, and also falls prone.

“Cunning leads to knavery. ‘Tis a quick step from one to the other, and a slippery one.” – Lyric

A single piece of string or cord, or even a long shoelace, is all that’s needed for a simple lasso trap. A small loop is good for tripping and delaying a human sized opponent (works even better against animals and beasts), and because of the magic of the slipknot a victim’s own inertia and struggling works to your favor, tightening the knot.

Slipknot How To

Using the slip you create a loop as large or as small as you need (from foot sized for those moving quickly through brambles, larger for pursuers crawling through small places). Loop the rope and secure the end to something solid, then pin apart the loop using branches or tacks or some other means to leave it wide open for someone to stumble through.

CR 2: Tripping Lasso:

  • Location trigger
  • Manual reset
  • Search DC 23
  • Disable Device DC 10
  • Attack +10 melee – 1d4 damage (2d4 if moving quickly) and also falls prone.

“Men don’t trip on mountains, but they’ll trip on wire stretched across a hallway.” – Lyric

Lasso From Cloth

Lasso From Cloth

A Tripping Net is a small fiber or metal net (usually 1×2 feet or so) lined with tiny hooks designed to snag flesh and cloth. It’s a

mechanical floor trap that that will catch boots and flay about the legs. Its purpose is to slow movement, and possibly trip someone up, but not severely damage or hold. It can be fashioned by the crafty using wire or small fishhooks and appropriate fibers (DC 20). Its small enough to be folded into something wallet sized and, If prepped correctly with, say, greased paper in between folds to keep the hooks from snagging each other (DC 15) it can be set for a quick release and dropped in front of pursuers.

CR 3: Tripping Net:

  • Location trigger
  • Manual Reset
  • Search DC 23
  • Disable Device DC 15
  • Attack +15 melee touch – 2d4 and prone. Movement halved until net is removed
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Continuation of part 1 here, our best and worst of 2012 in RPG stuff. Enjoy and a have a happy New Year!

Computer Games

Best RPG Computer Game: The Walking Dead

Here we have IP done right. Using Telltale as a studio was a risk for the franchise in and of itself, and then they took several risks with the game (episodic releases, point and click, storytelling over-all-else) but managed to pull off a wonderful, poignant and emotional experience that shines brightly over all the other first person shooting crud that seems to dominate the market.

telltales-the-walking-dead-on-disc-december-4

Worst RPG Computer Game: The Game of Thrones RPG

Fantasy is finally cool again, but Martin’s books, and the terrific HBO series, deserve better than this mediocre effort. Shoddy gameplay, unpolished presentation, and meh graphics at best.

Biggest RPG Game Disappointment: Diablo III

On the one hand, Diablo III was a decent, fun to play action-RPG, but DRM and over-design drained the joy out of it, and even with a decade of polish it’s half the game Torchlight 2 is.

Honorable Mention: Knights of Pen&Paper

An indie turn-based retro style pixel-art RPG where you control the playing characters and the dungeon master in a simulation of a traditional pen and paper RPG.

Knights_of_pen_&_paper

Science Fiction and Fantasy

Best Fantasy Book: Throne of the Crescent Moon (Saladin Ahmed)

Detail, humor, and one thousand and one nights inspired – the book is simply great storytelling in that classic swashbuckling sense as you follow a charismatic thief that leads a revolt in a magical and political city.

Best Sci-fi Book: Pirate Cinema (Cory Doctorow)

Still not tired of brilliant, passionate kids taking on the oppressive system in a dystopian near future. Keep these coming, Doctorow.

cory_doctorow_pirate_cinema

Best debut: vN (Madeline Ashby)

Some love and hate from critics but this is a great first novel and a wonderfully dark story about a rogue artificial woman becoming dangerous.

Biggest Sci-Fi Loss: Ray Bradbury

We lost some great storytellers (Harry Harrison) and story makers (Neil Armstrong) but the passing of Ray Bradbury (Dandelion Wine, Something Wicked this Way Comes, Fahrenheit 451) is one of the year’s biggest blows. A muse for Steven Spielberg, Neil Gaiman, and Steven King, Ray’s storytelling gift has expanded minds for nearly a century now, and although he resisted the label of science fiction writer he is credited as the one most responsible for bringing sci-fi into the literary mainstream.

Stupidest Comic Book Death: Spider man #700.

In an obviously not-permanent brain mind meld switch the body of Spider Man is now housing Dr. Octopus, Peter Parker has died in Dr. Octopi’s body and fans everywhere sigh their collective sighs.

Amazing-e1356793834433

Best Sci-Fiction Becomes Reality: NASA’s Faster-Than-Light Warp Drive

What can be cooler than FTL made possible by donuts?

300px-Star_Trek_Warp_Field

Most Amazing Robot Monster: DARPA’s Running Cheetah

DARPA’s Maximum Mobility Program revved up their Cheetah Robot this year. The previous iteration ran at a speed of 18 mph, but the new version clocked upwards of 28.8 mph. Finally, what we’ve always needed – robots that can outrun humans.

Movies

Biggest Movie Winner: Decent Geek Movies

Great geek movies are everywhere nowadays. Go Avengers! Go Hobbit! Go Batman!

Biggest Movie Loser: Nostalgic Franchise Reboots

Promethius (Ugh), Dark Shadows (Huh?), Men in Black III (Really?) and Total Recall (Yawn)

Best CGI Character: The Hulk

Puny God. ‘Nuff said.

Most disappointing CGI Character: The Hobbit’s Goblin King

The very definition of CGI overacting.

THE HOBBIT: AN UNEXPECTED JOURNEY

Best CGI actor in a CGI Scene: The Hobbit’s Golum

The Riddle Me This interchange was perhaps the best CGI scene ever produced in film (don’t see it in 48p though)

Golum

Golum is basically amazing

Movie Weapon of the Year: Bows

Let’s get Hawkeye, Katniss and Merida together in a hunting super hero party. Really. With these guys.

Finally, Monster of the Year goes to: Giant Spiders

Not only have spiders been effective hunters for over 100 million years but new, undiscovered species keep propping up (like this one that builds web dopplegangers). This year giant spiders were sighted both in Germany and in Seattle under the Space Needle – hats off and a happy new year to our giant, hairy, eight legged brethren.

giant_space_needle_spide-2000-px-949x768

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Here’s our best and worst of 2012 in RPGs. Enjoy and a have a happy New Year!

Tabletop RPGs

Best Adventure: Streets of Zobeck

Burglary, mad science, demons – really, it’s all covered in these 7 awesome adventures for the anti-hero.

midgard_zobeck_map

Best Setting: Midgard

Wolfgang Baur’s home campaign brought to life over the years but most substantially with this year’s RPG campaign guide of the same name. Seemingly inspired by old school campaign guides and real world mythology (Norse, fey) there’s great depth and world variety here especially with the pantheon (love how Midgard handles clerical domains), status rules, dragon kings, Leylines, unique takes on races – really, what isn’t there to love?

midgard_cover

Best Supplement: Gamemastery Chase Cards

Another great example of Paizo innovation, these cards help expand on something that’s normally poorly documented in RPG rules (surprising considering chases are common happenstance in play). These cards help make the chase scenes more dramatic, more  interesting for players, and easier for game masters to run. Well done.

Best Tabletop RPG Innovation: Google Hangouts

Networking and play seem to be growing online due to this not so recent tech – it will be interesting to see if this continues to grow or fatigue out.

Best RPG Kickstarter: Monte Cook’s Numenera

Funding new IP that traditional publishers would skirt past is exactly what Kickstarter is for, and Numenera is a perfect example of the fans and a creator coming together like peanut butter and chocolate. It blew past it’s initial 20k goal hitting half a mil and many stretch goals, and without Kickstarter fans may not have the chance to see this upcoming campaign setting in all its glory.

Best RPG Hobby Mashup: Crochet and RPGs

This:

crochet-Goblin

And this:

crochet_dwarf_beard

Quite possibly the best mashup of all time.

Best Beta: DnDNext

Love it or hate (and there’s many on both sides) Mike Mearls is certainly getting buzz aplenty and players invested in the latest iteration of the classic game.

Best RPG Craiglist Ad: The Infamous DnD Bachelor Party Ad

Requirements from the actual ad:

  • Dungeon Master experience in Dungeons and Dragons (preferably in 3rd or 3.5 Editions)
  • Must be able to provide a picture including the face and body…
  • It is preferable that cup size be at least C or greater.
  • If books are needed it must be stated ahead of time however it would be preferable if the DM had her own.

“I ensure you that nothing else is expect of you other than an exciting adventure.”- Uh huh. Catch the original here:

Board Games

Best Board game of the Year: Lords of Waterdeep

Finally an approachable Waterdeep, a Waterdeep even the geekiest among us can share with glee with friends who didn’t spend their adolescent nose deep in a Forgotten Realms module.  A simple, strategic and competitive game with high quality components and  great art that even your non-geek friends will like playing. Thank you WotC.

Lords_of_waterdeep_board_game

Biggest Board Game disappointment: The Lord of the Rings: Nazgul

All the  potential (a co-op game where you can play as Nazguls, I mean come on) and all the power and popularity of the biggest RPG franchise behind it. Sadly it seems more money was put into licensing than the game art, components, rule writing or into playtesting this awkward  co-op cube pulling experience – and it’s by no means the worse LOTR game ever printed.

pic1208956_md

part 2 coming shortly…

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Part one is here.

The little things

It’s the little details of the film that draw you into the setting. Gandalf alludes to the small when talking about fighting evil in a “I’m pretty sure this wasn’t in the book” monologue.

“I’ve found it is the small things, every act of normal folk that keeps the darkness of at bay — simple acts of kindness and love. Why Bilbo Baggins? Perhaps it is because I am afraid, and he gives me courage.”
 
Gandalf says Hi

Clever hobbit mailbox design, Gandalf’s rune on the door that alludes to a thieves sign language,  authentic looking hobbit dishes in the pantry,  how Bilbo’s clothes slowly drain of color and gain cuts and stains to them as the film progresses – all these little details draw you into the story.

It’s often not about the big things, but about small people doing small things. It’s the pieces of flavor in a story that allude to the larger world that lead to adventure and wonder, not the larger world in itself.

The Action Railroad

The original book reads very much like an exploration and, even though stories are very much the definition of rails, the book feels like a party having several random encounters en-route to a dragon’s lair. It reads more like a sandbox, with the trolls, goblin caves, giants, etc. all wandering monsters as opposed to planned encounters. Unlike the book the movie links all of these into one very long action sequence (with a short elf interlude), taking additional steps to tie them into an arching story around the pale orc.

Hobbit Adventure

This railed sequence, with stakes constantly upgrading, gets to be so amazing and deaf defying that you can no longer suspend disbelief. It breaks after a while, and you lose the sense of story in the continually mounting action. Action is necessary, but gets carried away in the film locking the characters into one long flight scene.

There are times to run in Middle earth, but it’s a realm that is meant to be explored in depth at a walking pace, not from a treadmill. The special effects-heavy sequences also look pretty cheesy. How many precarious unstable chasm crossing bridges could one clan of goblins possibly create?

Running this way so fast you lose the important, smaller details that makes the story rich. I’m not advocating for more slow moments in the film (we spend plenty of time gazing into characters eyes in long close-ups while they oh-so-slowly smile knowingly, and it does seem to spend too much time prepping) – but there’s action aplenty without turning each scene into a mini armageddon.

In a campaign the action is important. Constant action without strong story and detail becomes a drag.

One great play can make all the difference

Martin freeman was excellent. I was expecting to see Watson throughout but I can’t imagine a better Bilbo now. His facial expressions are what really did it. My understanding is that Jackson halted the shooting of this film and waited while Freeman was finishing Sherlock. Thorin and Gandalf deserve call-outs here as well – (and Radagast, although many others found him annoying).

It’s the funny rogue, the adamant paladin or noble dwarf- it’s the player who totally gets it right and whose character rings true and draws the other players into the campaign. One player who is really into it can make all the difference in a campaign. Those guys are gold.

Magic should be mysterious and powerful but not all powerful

I like a Gandalf with limits, one who has to get by with simple illusions and tricks (although the movie messes with the troll encounter) and has to leverage his long nurtured friendships with various Middle Earth communities in order to get the party through alive.

Gandalf and his fellow wizards feel very human and fallible here. Magic items are interesting, historic and with simple, useful functions. Love it.

What makes a Good boss?

Les play Good Boss, Bad Boss.

  • Goblin King:Bad Boss – The whole scene was really too much and was the CGI equivalent of overacting. Nice try Jackson, but Bowie remains the undisputed best goblin king

    Bowie is still the undisputed king

    Bowie is still the undisputed king

  • Pale Orc:Bad Boss –  Again too much. Evil for the sake of evil. This conflict doesn’t even belong in the original story and it’s hammered and wedged into the plot. All of these scenes could have been dropped and the whole movie would have been more concise and enjoyable
  • Golum: Good Boss – Excellent, here we have interesting conflict and a villain with character and motive
  • The Trolls: Good Boss-  Some overacting here, but still a fun and interesting encounter. There’s humor, that sandbox feel, and you need to use your wits and brawn to get out of it

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Now with levels, shadows, and new monster AI

For those of you who don’t know I’m creating a simple-ish RPG causal arcade game for NaGaDeMon – I’ve only got until the end of the month to finish it, and it’s been interesting juggling ambitions with a very strict time constraint. In the last couple days I’ve added simple gamestate + menu options to the project and worked on adding new levels and new monster AI.

Monsters now have a couple different AI modes – they have the original meandering one or they can make a straight beeline to the player. I used Oreilly’s HTML5 Canvas as a reference for the new equation:

if (monster.AImode == 1) {

                //Move in a straight line to the player

                var p1 = { x: monster.x, y: monster.y };

                var p2 = { x: 640, y: 225 }; //player ie center of screen

                var dx = p2.x – p1.x;

                var dy = p2.y – p1.y;

                var distance = Math.sqrt((dx * dx) + (dy * dy)); //distance equation

                var moves = distance / (monster.accel);

                var xunits = (p2.x – p1.x) / moves;

                var yunits = (p2.y – p1.y) / moves;

                if (moves > 0){

                    moves–;

                    ship.x += xunits;

                    ship.y += yunits;

                    }

I’d still like to build more interesting modes here (circling bats and archers that wander the edge of the screen should be quickly doable) but we’ll see how we’re doing with time towards the end of the month.

Monsters now vary in speed, damage and hitpoints, and there is a level progression where the monsters grow in number and difficulty. Here’s some shaky footage of the latest build:

Not quite where I’d like to be in the 2nd to 3rd week. My todo list for last week isn’t completely scratched off and there’s quite a bit added onto it, and there’s a lot of testing I’m skimping on to get features into the game.

The whole project is still very simple. The lack of progress is really about me getting enough free time to sit down and focus on it (I’ve only had a few hours since mid-week to play). I also took some dead-ends while learning HTML 5. For instance, I spent some time looking at the built in HTML5 canvas shadow for the player shadow, only to then instead create copies of the player images, turn them black, squish them a bit in drawimage() and render them under the regular player image because it was faster to implement (I knew I could get the look I wanted in a graphics program in a few minutes, or I could spend hours tweaking shadowBlur, shadowColor, shadow.OffsetX etc, values – I chose the former).

I also spent way too much time thinking and and prototyping a menu using several different html pages and  brilliant looking metro, only to realize I’m not going to have enough content (leaderboards) to warrant it, so instead I just shoved html5 buttons on the default page and use style.visibility now to hide them during play:

  //Set Up Menu Screen UI Elements

    function showMenu(event) {

        menuEnabled = true;

 

        txtPlayerName.style.visibility = “hidden”;

        txtScore.style.visibility = “hidden”;

        imgPlayer.style.visibility = “hidden”;

        imgMenu.style.visibility = “visible”;

        btnStart.style.visibility = “visible”;

        btnHelp.style.visibility = “visible”;

        btnCredits.style.visibility = “visible”;

        btnOptions.style.visibility = “visible”;

        btnLevel1.style.visibility = “visible”;

        btnLevel2.style.visibility = “visible”;

        btnLevel3.style.visibility = “visible”;

        btnLevel4.style.visibility = “visible”;

        btnLevel5.style.visibility = “visible”;

In my opinion there are way better ways to do this, but hey this works, and didn’t take very long.

Not pretty but functional menu buttons

Here is the updated TODO list – completed items are crossed off, new items in bold.

“Code” work:

  • Player character Hit points + health bar
  • Unique monster attributes (speed, strength, hit points)
  • Level up screens and travel to new areas
  • Powerups/dropped coins
  • Gamestate screens (intro, instructions/help, credits, etc)

“Content”

  • New AI modes (Archer and circling monster type)
  • Prettier health bar
  • Player walking on/off screen anim
  • Screen obstructions
  • Player shadow
  • Sounds

Next up – power ups and cleaning up the gamestates.

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Latest Iteration

Been busy refining my core play mechanic for this NaGaDeMon effort – updated bits include swiping that doesn’t eat up processor constantly:

//Wait till finger comes down first before doing the touchhandler thing
    function startTracking(event) {
        mousePositionX = event.x;
        mousePositionY = event.y;
        var wtf = event.x;
        canvas.addEventListener(“mousemove”, touchHandler, false);
        playPlayerAnimation = true;
    }

    function stopTracking() {
        canvas.removeEventListener(‘mousemove’, touchHandler, false);
        playPlayerAnimation = false;
        mousePositionX = 0;
        mousePositionY = 0;
    }

and a health bar using a single image and built in drawimage() functionality:

ctx.drawImage(healthBar, position.x, position.y, health_percentage, image_height);

Also content:

  • Added player anims
  • Monsters have hit points
  • Animated hit effect when monsters are swiped

Here’s short footage of the latest gameplay:

I did bit of napkin planning over the weekend, here is my current todo list. I’m pushing for code work to be completed this week, content next week.

“Code” work:

  • Player character Hit points + health bar
  • Unique monster attributes (speed, strength, hit points)
  • Level up screens and travel to new areas
  • Powerups/dropped coins
  • Gamestate screens (intro, instructions/help, credits, etc)

“Content”:

  • New AI models (Archer monster type)
  • Prettier health bar
  • Player walking on/off screen anim
  • Screen obstructions

I spent some time scoping out other NagaDemon projects. There’s some exceptional projects out there. I like the way this card/hex/dice game (The Domain Game) is shaping up, and also Heaven’s Shadow, which is ambitiously listing itself on Indiegogo.

More towards the end of the week…

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OK, I’m actually a few days late for the first week of National Game Design Month, but as you’ll see below I’ve been busy. I’ve never participated in any of the various do X in a month challenges, but couldn’t resist this year.  Maybe it’s all the collaboration and effort I’m seeing friends put into Nagademon and Nanowrimo. Maybe it’s the ugly mugs of random old friends with mustaches showing up on FB promoting men’s health pushing me to do something productive in November. Maybe I couldn’t resist the siren call of something that begins with Naga and ends with Demon.

I’ve worked on short indie projects before but frankly have a history of going epic and overboard with my side projects. I hope Nagademon will provide a good design constraint, help me stay grounded and keep out the feature creep. I’m severely time constrained, and have a few big projects lining up in December, so limiting the effort to 1 month and at most a few hours a day is perfect. Let’s see how the first week turned out.

Before Nov 1

I have a game concept going into the gate. Three things:

  • I want to build something for Windows 8 marketplace.
  • I wand gameplay around a simple, swipe mechanic
  • Since this is Wandering Monster Studios there needs to be wandering monsters.

That’s it.

Day 1

Went to the store, got a copy of win8 and started installing it. Signed up to be an App Developer and got an email:

Thanks MS – Email sent me here in between updates.

Looked at other Nagademon  projects spinning up (like this rpg about the Smithsonian’s “Special Antiquities Collections Division” (SACD) and this one: “Monster Tales”

Starting missing lots of stuff that was Win7 but not Win8 – maybe the new OS wasn’t such a good idea. at least if I fail miserably and Nagademon I’ll have my updated OS to show for it.

Going through some of the documentation MS sent my way and got excited about monogame. Figured this was cheating though (porting some of my previous games instead of building a new one) –  I knew I would have to cheat eventually to make the 30 day date but decided not to do it in day 1 or 2. Maybe day 3

So far I’ve put about 1.5-2 hours and all I’ve done is some reading, install stuff and run updates. Perhaps this isn’t my forte. Realized I only had 5 hours until I had to get up again, so I left the computer installing Visual Studio 2012 for Win8, running updates, and downloading a number of javascript samples and framework thingees:

Prayed my 7 + 4 year olds would sleep through the night and called it quits for day 1.

Day 1: 2.5 hours. Nada to show for it

Day 2 – Friday Nov 2nd

Machine ran through night installing stuff without hiccups, yay!

 

Started going through the tutorials MS had sent me on game development. Skipped day 2 + 3 tutorials. Jumped to day 5 (windows game kit) which had the first decent source code sample. Skipped ahead again after that – downloaded the Atari SDK samples. Went for other downloads in my quest for good sample code and assets.

Took a quick look at the free previews of  Gamemaker, Game Salad, Creator, etc that are advertised as helpers for Win8 development. Still cheating to some degree but picked a date (Nov 10th) where I’d start falling back to frameworks like this if I wasn’t happy with my progress – by progress I mean I want the core mechanic in place –  and it needs to be “fun” already.

Finally get space cadet from win8gamekit.codeplex.com running – whoop.

This sample is actually pretty good for what I’m looking for – but the controls seem iffy on my surface device so that’s what I’ll probably look at first.

Checked out the Space Cadet authors blog to see if he has any tips or a more thorough code explanation – He does, so I start digging in. I Listen to his game loop video tutorial.

Game loop looks like:

  • initialize
  • load resources
  • input
  • react to input + feedback, via draw loop

Also listen to the animation and touch instructions videos. I’m not seeing the Prince of Persia sample from the video on codeplex anywhere – lame, I really want to do animated sprites and hoped for a good sample.

Told myself I would focus on controls – Davedev is using Mspointerup  to catch his touch events. This isn’t what I want for my swipe mechanic, so my first actual code change in Space Cadet is to switch the mouse/touch event to this:

//Handle Touch

canvas.addEventListener(“mousemove”, touchHandler, false);

Now, instead of mouse up we can swipe to hit ships. I think swiping is much more fun than tapping – and feels more Wandering Monster-ish, and almost sword like. And now it’s easier to levelup:

Level 42 – how far did you get in space cadet?

Changing touch was easy – now I need to change the AI. Started experimenting with updateShip() but then needed close it down since the kids were getting up and I needed to get them off to school and hit the day job

Day 2: 2 hours and I have Space Cadet with a swipe.

Saturday 11/3

I was too busy –touched no game

Sunday 11/4

Ditto – today is a total wash

Monday 11/5

Downloaded paper.js because it looks like I’m not going to hit my deadline by the 10th. Remember how much I hated trig as I start to work on vector functions for AI. Skip the trig because I’m starting to feel the burn of time constrain having basically nothing to show after 5 days. Open up my standby AI book AI for Game Developers. Thumbing through it decide to start with a simple move towards the player algorithm and build more complexity later (if there’s time):

if (ship.x > middle_of_the_screen.x) {

ship.x– -ship.accel;

}

else if (ship.x < middle_of_the_screen.x) {

ship.x ++ -ship.accel;

}

if (ship.y > middle_of_the_screen.y) {

ship.y — -ship.accel;

}

else if (ship.y < middle_of_the_screen.y) {

ship.y ++ -ship.accel;

}

With Swipe and some simple AI, its starting to take shape.

Tuesday 11/6

Changed my ships to sprites that are animation capable using this article:

http://msdn.microsoft.com/en-US/library/windows/apps/hh452750

Discovered that the key to sprite anims are the slicing of the image. That and using a timer. Got it.
//Animation Timing (for my homebrew sprite additions)

function myTimer() {

if (animationTmer < 7) {

animationTmer = animationTmer + 1;

}

else {

animationTmer = 0;

}

}

And:

ctx.drawImage(ship.img, animFrame, 0, SHIP_WIDTH, SHIP_HEIGHT, ship.x, ship.y, SHIP_WIDTH, SHIP_HEIGHT);

Want to build more and follow the tutorials gradients et al  but I’m out of time again.

Wednesday 11/7

Looked at a bunch of other cool Nagademon projects:

Decided on a rough timeline I need to adhere to:

  • End of week 1: core mechanic in place. Game is “fun” at it’s most basic.
  • Week 2: game code/ game play done (i.e. Code complete)

    Art from an earlier, yet as unpublished Wandering Monster Studios effort

  • Week 3: All art/assets done (i.e. Content complete)
  • Week 4: testing, playtesting, and marketing (marketing really should be 2-3 weeks, or as long as development, but I figure it can bleed into December)

Thursday – 11/8

Lots of polish – Replaced most assets and imported animations. Here’s where I cheat a bit and bring in art I have used in earlier, unpublished games I’ve worked on, as well as assets that I’ve either scrounged or purchased (like Wit entertainment’s fantasy character pack and Pow Studios effects).

With the art and all of the fiddling I’ve done with spawning, AI, and sprites I now have something that looks OK, uses a swipe mechanic, and has wandering monsters…. In other words, I hit my Fun goal (and just in time).

Will post more next weekend. Meantime here’s a  screenshot and video.

Screen after week 1.

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