Its been a while since the last post. Well a lot has happened since then. I got far quite far into development of the Modal Editor when I discovered that I needed to create a brand new UI in order to be able to do it properly. One thing led to another and that led to quite a lot of changes.
Bellow is what has been changed or added.
• Created a brand new UI
• Added form UI component
• Added Label UI component
• Added Textbox UI component
• Added Drop Down Menu UI component
• Added Button UI component
• Added Picture Button UI component
• Added Listbox UI component
• Added Divider UI component
• Added Game Window UI component
• Created new Keyboard API
• Created new Villager Menu
• Created Building Picker Menu
• Added new Building Render Preview
• Added worker select indicator
• Added names to worker
• Added new building type Storage
• Added support for variable size buildings
• Added Storheap Building
• Added camera rotation on laptops
• Added saving and loading of world
• Recoded Villager assignment code
• Started work on the Modal Editor
• Added ability to move polygons in modal editor
• Added saving and loading of modals
• Added instant transition between game, design mode and modal editor mode.
• Added basic touch screen support
• Added description and name to buildings
• Add new save menu for building editor mode
• Fix a headache of a bug with unusual behaviour of copy struc in list
• Added ability to rotate buildings before placing them using R key
XNA was abandoned by Microsoft many years ago. But even now I have still been using it, that is untill MonoGames has become a viable alternative.
I have therefore spent my time on holiday converting Craft Empire over to MonoGames. The main advantage is cross-platform. Been able to target Andriod, IOS, Windows and Mac with 99% of the same code is awesome indeed. The MonoGames team really deserve a lot of gratitude for make such an awesome framework.
MonoGames also uses the same functions as XNA meaning that most of your XNA code will work out the box. I say most as there is still a lot of work porting your code over.
Anyhow gone is my dependence on needed the XNA framework installed on the users pc. Now the user will have the option of using DirectX or OpenGL.
I have finally managed to be able to store both block rotate and block data with in the same byte.
This means that the game will use a lot less memory meaning we can have bigger worlds and there is more chance it running on phones and tablets.
However the downside is that since I need 3 bits for the rotation I only have 5 bits for the data meaning I can only have a total of 32 different states for the block data on any block that can rotate.
Last week I did work on the building UI. It was a complete nightmare!
I wanted the UI to show you a preview of the building that you are going to build. Therefore if the user creates there own building the UI will automatically create a preview for that building for you to see. It was a pain.
Now for the technical bit for you who are interested.
- The end result is the building is render to a back-buffer.
- Then take this image and find the nearest pixels to each edge of the texture.
- Remove the rest of the image just leaving the rendered building
- Scale that texture to the correct size.
The result is something I am happy with. Its not to bad on performance either.
Block Empire now has a new name Craft Empire. We decided to change name to avoid confusion with Minecraft severs and clones.
today I managed to add a new job woodcutter. Selecting a worker then selecting a tree will send the worker off to chop it down. I thought it would be easy to then get the worker to find the nearest tree and go chop it down. It turned out to be a lot more complex than I thought. :/
in the end I got it to work though and now we have tree slayers in the game
This week I have been working on jobs in Block Empire. Jobs are basically what you would assign to villagers. For example you can have a Walking to a location, Building something, Mining or Tree Cutter jobs.
Surprisingly though there are little jobs that I never thought about. I was working on a way to garrison villagers like when they go in to a mine. I never imaging that to do so I would have to make a job for garrison.
Anyway the main job class is built and so are some sub classes like walking and garrisoning. Hopefully I will be able to add more jobs in the next few days.
Now that all the other things have been done. I have turned my attention back to block empire.
Over the next 2 weeks I will be working heavily on the project. We will have a new name for it and someone else has joined the project. More on that later.
On another note we are going to have a fundraiser on Kick Starter to get the game funded for production.
I am still in the process of trying to get some funds for Block Empire. In the mean time i have released both OSR 2 and Fly Johnny Fly on Amazon Underground.
Fly Johnny Fly Amazon Underground
Old School Racer 2 Amazon Underground
I finally managed to get rid of the last bug with the free version of OSR2 and get it released on the marketplace. There are now 2 versions of it available.
OSR2 “The entire game with no limitations. Contains Adverts
OSR2 Pro “Same as free version but there are no Adverts and also you start the game with a huge 1,000,000 Credit.
Now here is where I need your help. You see all these games are made by me. As for Art and Audio I usually pay people to make these out of my own pocket but everything else is done by me in my spare time. This is not my job it is a hobby of mine. It would be really awesome if you could share the game with your friends. The more people who download the free version in the first week the more chance I have of getting some money to help fund my next project “Block Empire”. So if you like my games and want me to keep making them please share OSR2 for android. Your help could go a long way to helping fund me to keep making games for a long time to come.
Thank you for all the ratings the game has had so far.