segunda-feira, 17 de novembro de 2008

Circles, ladies and gentlemen!

I've added a circle particle to the game.
It's a bit buggy, but it's there!
The game has also changed in shape, now it's a platformer game (yeah, I know...)

I'll upload the new version and post the link here soon.

quinta-feira, 13 de novembro de 2008

Small note

Now the player object is also a rigid body.

This allows you to interact more deeply with the game field.

Made this post just to say so.

Preview link:
http://animadock.quotaless.com/Darkness.html
(arrow keys move, mouse down to fire paint ball)

terça-feira, 11 de novembro de 2008

Crucial update

Remember the 'rendering' engine I was using on the last previw version? Remember that the splash wasn't correctly drawn on the rotated boxes? Guess what :D

I have updated the drawing method, and now rotated cubes are supported. This will, also, allow other shapes, like triangles, circles and even compounds!

Link:
http://animadock.quotaless.com/Darkness.html

God save Trigonometry....

Ok, next step: More gameplay concept

sábado, 8 de novembro de 2008

Finally, a Physics Engine

Finally, I added the so claimed Physics Engine.
It was quite challenging, I must say, but it was a great experience :)

I have also developed a new 'rendering' engine.
Now, instead of a single mask that shows the level behind the splashes, each object is a separate canvas (BitmapData) and all splashes are drawn, event those that are outside the drawing area. But now I need to figure out some way to rotate the splash around the cube....

For now, please stay with the preview (no 'restart' button, sorry):

http://animadock.quotaless.com/Darkness.html
(link updated)

quinta-feira, 6 de novembro de 2008

Adding a Physics Engine

Ok, now that's the good part!

I'm gonna add a Physics engine tomorrow to the game. Since I was developing it in AS 2 and no AS 2 physics engines seems to be 'working', I'll have to port it to ActionScript 3.0

But that's gonna worth the work, since I'm gonna use Box2DFlashAS3 physics engine.
The tricky part is going to be how da heck I'm going to attach the 'splash' image to the blocks.

Here's a small image showing what I'm talking about:

This means that I have to apply a masked splash to both the ground (or whatever is being 'painted') and the near cube. In order to do that, I need to check if the cube is near enough the splash and then apply the splash to it, too.

Another issue would be the cube-ground paiting process. That is, if you hit a cube, then the ground would need to be splashed, too.
I really don't think this will be a big problem, because of the 'rendering' engine I'm using is quite fast and would not crash if a splash is attached, even if it's out of the visible (masked) area

So, that's all for now.

Check back soon for more posts and updates!

Luiz.

Tech Video

I made some improvements on the way the script put the splashes. Now there's a 'canvas' (an empty BitmapData) that receives all the splashes and they are computed as a whole bitmap data.
This may free the memory from dozens of useless MovieClips

I have also added a 'speed shot' feature, that will shot balls if you keep the mouse held down.

The tech video (.swf, 1mb no preloader) is here:

http://www.swfcabin.com/open/1225983146

I'll make a preview and post it as soon as I fix some problems over the splash ball code.

Bye!

Luiz

Welcome

Welcome to Darkness very own development blog.

Darkness is a small and simple Flash game I'm working on during my spare time, it'll feature physics, puzzles and some other stuff.

I inspired myself over another game called The Unfinished Swan, which is being developed on XNA by Ian Dallas.

But for now, please grab this small pre-preview .swf:

http://www.swfcabin.com/open/1225955850

Please, come back later for more news!