I like Atom and even VS Code (also electron). They do however not compare to the speed of Sublime Text. Lately I’ve been mixing it up and using different editors for different projects. VS Code has intellisense which is quite nice, and if you’re doing anything TypeScript it’s prolly one of the better supported ones. Then if you’re on something like a Chromebook or a tablet with a keyboard, cloud9 is fantastic.
Even though ST3 hasn’t been updated in a while / in beta, it’s fully functional and super fast, and still (for now) my favorite. Oh and multi-select oh how I love multi-select. :)
Yeah for sure. There’s really a place for these smaller libraries. Phaser minified is over 700kb. MelonJS is 200ish which is better, but still not great if you’re running on a bad connection. There’s definitely a place for smaller, simpler libraries.
Pretty good article. This sort of advice is useful for not just building games, but also almost anything involving creation–“You won’t finish your novel”, “You won’t finish your drawing” ETC. Thanks for sharing.
So I never got my entry finished, I had a rough but fun playable demo but I hit a patch of burn out as I was up against it with a release in work (pan-European project that went live on Thursday morning…and is still live at the minute :P) and then I was going on holiday.
I’ll definitely keep working on it as a 1GAM entry maybe. I went with a mechanic where the player had to propel bombs away from themselves and towards chasing enemies by moving in the opposite direction to the bomb. e.g. to send a bomb left, the player would drop the bomb and move to the right with the bomb moving as the player moved. It created a nice puzzle element and the feedback I got on the playable demo were really positive.
Been working on some new stuff with the game. Swapped it to be just an infinite level. I have some ideas on how to make it more interesting, as mentioned above. Plus the idea once the snowball gets too big, it caps. After that, extra snow is piled into a resource you can use for different abilities. Not something i’ve implemented yet.
Right now i’m tempted to re-do some of the art, as it just looks awful to me. I changed the canvas code for how the snowball looks, i love its colour much more now. But I know I should hold off, and get gameplay solid.
I have built a simple system for adding new objects or w/e at various checkpoints. So i added in a bunch of fire traps at various intervals, made the game stupid hard but fun to test lost scenarios with XD. Posted a build here if you’re interested: http://projects.agmprojects.com/snowballeffect
@David Very cool! Seems really elegant with such a small amount of config to power the game logic.
Thanx! I’m very (very) happy with how it turned out. Although I’m in the middle of reworking it again - I just can’t help myself! I really do need a project lead…
Also, love the example game. Tablut is really interesting; it’s the game I’ve wanted to use for learning to make online multiplayer games.
The example was no accident, I remember you talking about it somewhere. :)
When this final (haha, as if) refactor is done I’m gonna add in the AI and a simple multiplayer service. Then it’s time to have a hard think on how to proceed - I’m thinking wrapping it with Phonegap or something to iOS and Android, in combination with a free web version.
I’ve typically used quadtrees for collision detection, but I’ve been thinking about using them to determine which entities to render as well. Instead of checking each entity’s coordinates/size against the camera, you could just make a quadtree lookup using the “collision box” of the camera/viewport.