Todo list for a small project

All part of the 'get something out there' plan.

This is for a Java Applet. Think gameboy Pokemon Red as the graphical style.

Something small and cool:

  • New JumpWorlds namespace, with images directory [done]
  • Non-scrolling screen [done]
  • Accurate FPS meter
  • Animated character controlled by the player
  • Blocking tiles (e.g. wall or tree)
  • Animated pet moves randomly, blocking player

Art:

  • grass
  • block
  • player standing up
  • player standing down
  • player standing left/right
  • player walking up
  • player walking down
  • player walking left/right
  • pet standing up
  • pet standing down
  • pet standing left/right
  • pet walking up
  • pet walking down
  • pet walking left/right

Things could add:

  • Pet emotes when clicked
    • Animated hop
    • 'meow' text
    • Sound effect
  • Pet follows/unfollows player when clicked.
  • Pet follows in front, beside, or behind player.
  • Player can place/remove objects in front

 

Filed under  //  Java   JumpWorlds  
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JumpWorlds day 5

Not that I've been working on JumpWorlds for 5 days, but there you go.

I think Flash might be a dead-end for now. Over the past couple of
years I have run the same basic experiment: using Flash to make a
bitmap-based platformer (think Mario) rather than vector based. It
seems the raw animation grunt is just not there, the animation becomes
very flickery at any speed.

I have played Flash platformers, but I suspect they use movie clips
for all the onscreen entities which does not scale well
performance-wise either.

Sooo, I'm going to experiment with Java applets and compare the
performance. My concern with applets is that the browser will be
sluggish when an applet loading, but we shall see.

Filed under  //  ActionScript   Flash   JumpWorlds  
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JumpWorlds day 1

I'm relearning the basics of bitmaps in Flash (I use the open-source FlashDevelop IDE), for use on my JumpWorlds project. More on JumpWorlds later. :)

Filed under  //  ActionScript   Flash   JumpWorlds  
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