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PnP3 Week 4 Make Up Blog

This week for PnP3 I managed to get quite a bit done.

After finally dismissing the idea of importing a library to utilize TMX files, I started working on the environment with the existing logic we already had. First I built out the walkable tiles, then encased that area with Obstacles, then added a few Obstacles on top of the walkable tiles to add a very basic environment for the player and enemies to have to navigate.

Once I had the basics in place, I had an Idea to add utilize the assets I had, and do the math on the dimensions of the obstacles and tile area to give the app slightly more visually appealing look. I used the Bitmap and Bitmap Factory, did the math on the dimensions of those game objects and created pngs using Tiled that fit those dimensions and tweaked them as necessary to get them on screen and as close to possible to match the collision of the objects.

After finishing that up, I started working on the Bag UI, the bag will function as a Pause/Player Menu. It contains 5 options, Items, Party, FaeDex, Save/Load, and Settings.

Once I got that in place using a generic button, I started making the Fae and FaeDex Classes. I struggled for awhile using fragments, and almost had it working completely using a FaeViewModel class, FaeDexDescriptionFragment Class, and FaeDex Fragment. After sometime of tinkering with them and trying to get them correct, I scrapped all of them, and created a FaeDexActivity instead, this way upon clicking the FaeDex option in the bag, It would bring the player to a new Activity and show some information on all the current Faes, 2 at the moment.

Before Sunday, I hope to pretty up the FaeDexActivity, and implement the other button functions as well. Our team should be meeting to merge tomorrow, so once that happens and we iron out the issues, I hope I can finish up the Bag UI, and have it fully functioning.

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