Today’s post is about adding health-indicator hearts to my game Splungeon (working title). The first job was to add the concept of health to the game. As it is you can run around and bump into enemies, but nobody loses health. Here I have a “State” class, that holds the state of the game (who […]
Author Archives: Tom
Apart from the shading update, the rainbow crystals and the washing machines, I thought I’d write out the update loop. You’ll notice that there’s a few steps where addition and removal of objects are queued. This is to get around concurrent modification exceptions, but it also allows me to clean up nicely, all in one […]
This is my latest project. It is a procedural, triangle-grid dungeon crawler game for Android. What you see here is a work-in-progress screenshot of a few rooms while I’m testing out collisions and physics. Right now, the only thing you can do is find the ladder in each level, to go to the next generated […]
Colour grading (also known as colour correction) (also known as color) is a pretty powerful effect used in games, as well as film. It basically involves mapping the full range of colours to other colours, for example darker shades could become blue tinted or dark yellow could become orange. A lookup table (LUT) is basically […]
I’ve been spending more time on Yendor, which you can play here: play.madcoretom.com/yendor Lighting The light levels are calculated using Dijkstra’s algorithm, based on the distance from the player. NPC pathfinding can also use this data to find the direction to walk towards the player Room Generation There are a number of room types, which are constrained by […]
I created a little rogue-like game that generates rooms as you open each door. Sometimes it ends up with a lot of 1-tile rooms, but generally it’s okay Play it here The proof of concept works, so the next steps are: Add loot to pick up in rooms Add NPCs, using variations of Langton’s ant Replace boxes […]
Here’s an update to the un-named zombie car game. Features: Shadows – a funky shader that give the shadows blurry edges Zombies – They follow you Trees – they fall over when you hit them HUD – displaying fuel and health in a circle Scripting – the level is generated using a script, separate to the game […]
Treon is my first game, available on the Android Store You play as a triangle, in a neon puzzle-world. You can only cross over boundaries that are the same colour as you are, so don’t get stuck! This is a game I originally developed as a Java Applet. The experiment was to see if I could make […]
This is just an experiment with Typescript and Webpack, the ‘module bundler’. I’m using Webpack to simply combine all of the transpiled js files, along with the js libraries. In this example you can drive a little blue car around with the arrow keys. >> Try it out << I threw the car together quickly in blender. It […]
We all know the classic tank games. Two or more teams take turns to aim their tanks and fire at the opponents. Games like Worms allow you to move the tanks (which in this case are animated worms with guns) and have a destructible environment. Because this is a turn based game, I thought it would […]