Time really flies you’re eagerly awaiting something.

I haven’t been working on Gonna Catcha as much this past week, mostly because I was distracted by the Toronto Game Jam that is happening next weekend: coming up with ideas and eagerly awaiting the confirmation email.  Today, I received note that my team was still on the waiting list of participants (they received ~100 more registrations than spots available).  Here’s hoping that additional spots will become available in the coming week.

I’ve been working on some ideas for the theme music for the TOJam project, this is what I have so far:

Now back to our regularly scheduled programming…

The last thing I was working on for Gonna Catcha was the pathfinding for the Vengeful (left) and Bashful (right) spirits.

As described in this post, Vengeful spirits move toward the position of the player while Bashful spirits move away from the player.  For the former, GameMaker has built-in functions for grid-based pathfinding.  “This will make my job a whole lot easier”, or so I thought. *DUN DUN DUUUUN*
It turned out that the grid-based pathfinding system makes some assumptions on how you’ve setup you sprites, objects and levels (the wording in the documentation does hint to this).  To get the best results, you’ll need to design your game to accommodate the pathfinding system.  Unfortunately, Gonna Catcha is not one of those games.  It bows down to no one.

Below are some screenshots of different test cases with the pathfinding system.  I varied different attributes such as grid cell size and sprite origins.  The paths the Vengeful spirit takes are drawn in white (click to expand):
One of the major issues that I saw in the tests was that the Vengeful spirit sprites were overlapping the walls as they moved through the maze.  This is because the pathfinding algorithm doesn’t take the size or origin of the sprite into account when finding the optimal path.  I did manage to find a combination of sprite settings and cell size that eliminated the overlap (in the bottom-right image), the latter happened to be the old 16×16 cells that I previously abandoned for stifling my creativity.  
There were other nit-picky things that didn’t make the built-in pathfinding system suitable for Gonna Catcha, so I ended up coding my own.  It’s not as sophisticated as the built-in system, but it gets the job done.  In addition, it solved the problem of coming up with a pathfinding algorithm for the fleeing Bashful spirits (which GameMaker doesn’t have natively).  All I did was invert the Vengeful spirits’ algorithm.
Copyright © Quadolor Games. All rights reserved.

Gonna Catcha: In-Game Testing

Status report:

Here’s some in-game test footage of Gonna Catcha, featuring Donum Dono as the test subject:

The video shows some tests on changing between animations depending on the state of the player:
  • Gun out or holstered: 2 states
  • Walking or standing:  2 states
  • Facing direction:  4 states
  • Total combinations:  16 states
It also shows some projectiles and the death sequence, which I will never get tired off (*Not a guarantee, I guarantee.)  You may have noticed that Donum sometimes jumps in position whenever he hits a wall.  That’s just my squeeze-the-player-around-the-corner code that still has some bugs to work out.  At least it’s better than what I had initially:

Outside of coding and pushing pixels, I’ve cleaned up and coloured in the sketch of Donum from my last post.  Now he’s no longer confined in a 64-pixel prison.

“*gasp* I’ve been vectored and coloured!”

I also made him the temporary face of my YouTube channel and Twitter:

“Uh, I don’t feel right about accepting this position without asking Pohena first.”

Enjoy it while it lasts; I might have other ideas about branding in the future.

Copyright © Quadolor Games. All rights reserved.

HTML5 Test – When was the last time I made a website?

Pffft, what a lazy port.

Just a quick post for today. Even though this isn’t my first time uploading an HTML5 demo onto the internet, it is for my own, newly acquired domain name (yay!).  It’s a port of the Android demo that I posted earlier, with a few new features.  Like the Android demo, it only responds to clicks.  You can find it with the following link:

Let the games begin…

Copyright © Quadolor Games. All rights reserved.

Best $99 I ever spent

After jumping through many hoops trying to get GameMaker: Studio games to run on my phone via USB, all I got was disappointment.  So I tried another approach, which was slower and more cumbersome.  It involved exporting the game as an APK, uploading it to Dropbox, download it onto my phone and then install it.  And guess what, it worked like a charm!

The iPad filming this must feel a bit jealous.  😛  It will be a while before I dive into trying to get GameMaker: Studio games on the iOS.
Copyright © Quadolor Games. All rights reserved.