Tag: Haxe NME

Greetings once again, time to talk about a game prototype!

I briefly worked at a small marketing agency where I produced this to pitch the owner of a number of Christmas tree farms. Work started May 2013 and concluded around July.

I wanted to try and make a runner-type game in the tree farm, and over a few iterations I think we came out with something kinda fun – although requiring a lot more work to get to release.

Continue reading ““Where’s Woodchuck?” Game”

Online highscore system for Haxe NME

Hello everybody.

Long time no blog, so here’s a quick catch up: I got a job at a small start up doing many varied and interesting things. The first project I was given built on my experiences with game development, and somewhat outstandingly I got to start writing a new game in Haxe NME! I can’t go in to details about the title right now, but it’s 99% complete and looking good.

One desired aspect of the game was an online leaderboard of some sort, so we can assign rewards to weekly/monthly winners. I’d never even looked at NMEs web function before, vaguely deciding I’d worry about highscores in Tower Defence “at some point”.

To my relief it’s super simple to use, and with a few php files on a server I’ve got a nice simple highscore system running.

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“Tower Defence” update!

I’ve spent a lot of my downtime the last few days crawling through C++ in a debugger and gathering crash data via adb from my tablet with the aim of fixing threading bugs! A few core classes lightly stripped down and occasionally rewritten, a few things jiggled about and we have something that’s stable [on Windows].

I left several copies of this code running the other day as a test — none explicitly crashed, although there are persistent memory leak issues over time which eventually lead to a freeze on the second thread, which does a lot of the work.

But in my testing all the sessions ran for at least half an hour at double speed (only a debug option right now, sorry), notching up an impressive health of over -5000. Besides the threading fixes everything else is basically the same as in the previous demo, so still lots of unfinished/unfixed/placeholder content and code.

Download this new demo of Tower Defence.

“Tower Defence” release

Progress with Tower Defence has been slow recently with moving and the general disruption that brings, but the other day I did manage to settle in and resolve a few long standing nasty bugs which brings the game to a much more playable level. As such, I felt it might be prudent to make a demo available so people can actually try this thing out themselves rather than watching my boring videos.

I’m a long way from guaranteeing it’s crash free. There are also bugs galore (see full release notes after the break), and a few things are disabled for being either half implemented or inconsistent in performance or reliability, but it gives an impression of the project. This release is in the form of a Windows binary, although if there’s any interest in OSX/Linux/mobile builds I’ll happily crank one out and you’re welcome to see if it works.

Download build 43.

Continue reading ““Tower Defence” release”

Quick project: Tetris

This was me taking the advice to “just make something … Tetris or something, just show you know what you’re doing.”

So a few days later I got up and made Tetris.

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All told it was maybe 6-8 hours work split across two days: Mostly production, with the final couple of hours on day two dedicated to bug squashing. Anyway, it’s super simple but I think it’s kinda neat for what it is. As ever, this game is built with Haxe NME (3.5) – to compile the source you will also need the Actuate tween library installed. Download the source here.
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Tower Defence prototype code

Today I’m happy to offer some code from my early prototypes of “Tower Defence.” It’s super basic: No maze generating algorithms yet, not much in the way of gameplay.

A random maze is created (i.e, each map tile is 50/50 whether its walkable or not), start and end points generated and a route found between them using A*, and an “enemy” (green square) moves along the path. You can create a single weapon type – the gun – which fires very slow moving bullets at the enemy.

This code also contains remnants of my quick and dirty collision system, though Box2D is actually running the show.

Untitled

Continue reading “Tower Defence prototype code”

Haxe ColorTransforms

Within the nme.geom package of Haxe NME you’ll find Matrices, Points, Vectors, Rectangles and… ColorTransform? It seems a slightly odd place to put it but it can be useful in your project to dynamically alter object colours. I wanted to talk briefly on how I’ve used it across my previous Pinball project and now, in Tower Defence.

Sometimes you want the same object to appear multiple times in your project, but with subtle variations. Behavioral changes can be accomplished in code by subclassing, size variations by scaling, but what if you wanted it red in one instance and green in another?

Including the same image twice with different colours feels redundant even if the images in question are quite small, so what are your options? In Pinball I used ColorTransform to colorize the lights and lighting effects with the image files themselves being greyscale. Now in Tower Defence I’m using it on some UI elements (the slider knob’s that change colour dependent on value).

Let’s step through how this works. First, of course, you have to create a graphic you want to use. Here’s the image of the slider knob in Tower Defence, as it came out of Photoshop…

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Removing bodies in Box2D

Hello, today I bring you another lesson learnt.

When you choose Haxe for a project there are a few 2D physics engines available, mostly ports of other popular engines like Box2D. There are actually a few distinct ports to Haxe of various versions of B2D, but the most up-to-date and the one I’ve been using is Joshua Granick’s port of 2.1a. You can get it from Haxelib by opening a command prompt / terminal and running “haxelib install box2d”

In brief, it’s fantastic. Once you get a handle on how it works and where all the bits you want to use are it’s pretty simple, a far cry from the engine I initially experimented with – Physaxe – which was basically 20 pages of pure maths disguised as classes and functions! But there are some small issues I’ve run across while using it, and here comes the latest.

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