Laser Maze Devlog – Entry 5

What was it like to make Laser Maze ? Here is the answer broken down in small steps 🙂

0cdc005 - 2 days ago - Fix bug in rotation handle scaling
e5cdc12 - 3 days ago - Fix scaling error in RotationHandle
1d2cc23 - 3 days ago - Fix iphone launch image
213b7d8 - 3 days ago - Improving setting scene layout
170f922 - 3 days ago - Improved sliding
0653f2b - 3 days ago - Changed rotationHandle as SVG
793e3f4 - 5 days ago - Fix sliding [close #58]
b993dcb - 6 days ago - SVG support [close #76]
23c038b - 9 days ago - Release Android
7d137e7 - 3 weeks ago - Fix bug in LevelSelectionScene
cf1fe3a - 3 weeks ago - Add callback on background saving
a28d5fb - 3 weeks ago - Change end credits
e4c36ed - 4 weeks ago - Get multi touch [close #109]
7efe905 - 3 months ago - Disable buggy shader for mirror
b8be2a9 - 3 months ago - Add caching for levelButton [close #122]
94f490a - 3 months ago - Add endscreen [close #124]
b473972 - 4 months ago - Update website with download links
5cdca2b - 4 months ago - re-release for Android
e452588 - 4 months ago - Fix timezone bug on Windows [close #123]
902b77b - 4 months ago - Add WinPhone icons
a46b6c5 - 4 months ago - Adding back LM_Utils
8d164d2 - 4 months ago - Get time to work on Windows [close #110]
ddf1f93 - 4 months ago - Fix scale issue
8395533 - 4 months ago - Fix bug on LevelSelectionScreen [close #121]
a30f035 - 4 months ago - Hide ads on TimeLevel
ddc9683 - 5 months ago - Add Admob on Android [close #111]
730a99f - 5 months ago - Upgrade to cocos2d-x 3.8
0d0ba13 - 5 months ago - Get time to work on Android [close #119]
08764d5 - 6 months ago - Add icon for Android [close #120]
58c62e2 - 6 months ago - Remove the sorry for advertising
9d649e7 - 7 months ago - Fix android compilation [touch #111]
0e7f4f0 - 7 months ago - Add presskit()
a021890 - 7 months ago - Removed cheat button and editor button
15a7595 - 7 months ago - Make UI buttons touch area bigger
b264dbd - 7 months ago - Fix bug where iAd would stay on top of the time level
5484767 - 7 months ago - Fix bug where iAd would stay on top of the time level
cefcc7f - 7 months ago - Fix level
16a0e0c - 7 months ago - Add Jerome blog link
5426941 - 7 months ago - Fix level
0fc61d6 - 7 months ago - Find photo for credits [close #90]
5e24ad8 - 7 months ago - Fix bug in audio manager
4d91d7e - 7 months ago - Fix hanging after 'Press to continue'
f9e5398 - 7 months ago - Fix endgame [close #118]
10de2ba - 7 months ago - Credits [touch #90]
23d87be - 7 months ago - Fix levels
49065ae - 7 months ago - Add music [close #105]
8ba070b - 7 months ago - Add advertising breaks [close #116]
e8997dd - 8 months ago -  Clean up images [close #106]
834e452 - 8 months ago - New levels
d7738c4 - 8 months ago - Save settings [close #117]
6408483 - 8 months ago - Gameplay sounds [touch #105]
2e516ce - 8 months ago - Fix memory leaks
c3aaa2a - 8 months ago - UI Sounds [touch #105]
63191fd - 8 months ago - Add "audio off" in settings [close #115]
731b3cd - 8 months ago - Add background music [touch #105]
b695490 - 8 months ago - Get continious beam in prism [close #114]
c635ff0 - 8 months ago - Sync prism laser anim [close #100]
e504045 - 8 months ago - New Level
4671e69 - 8 months ago - Add glass effect shader for prism [touch #98]
77ee70c - 8 months ago - Add completion animation on target [close #42]
fd5f62e - 8 months ago - Fix slider selection [close #107]
81a711c - 8 months ago - Finish the saving in editor [close #24]
0ded102 - 8 months ago - re-Fix time level [close #103][close #104]
3e29051 - 8 months ago - Fix time level [close #103]
302ef03 - 8 months ago - Reorder levels [close #102]
c1f393a - 8 months ago - Add "Slide the box" label in lml1 [close #101]
f94d375 - 9 months ago - Merge branch 'popup'
0146a55 - 9 months ago - Add save as popup [close #16]
c5e794e - 9 months ago - Windows Icon
b18f273 - 9 months ago - Fixed the precompiled shaders
23f0236 - 9 months ago - Precompiled shaders for WP8
237969d - 9 months ago - Make target active only on the entry point [close #97]
2d4fbb9 - 9 months ago - Solve merge
9b16ea8 - 9 months ago - Windows compiler fixes
92da3d5 - 9 months ago - Changed the RGB/HSL convertion code, this fix the purple laser bug and added a quick effect on mirror [close #96][touch #8]
59f7889 - 9 months ago - Add proper prism handling [close #59]
0270237 - 9 months ago - Added a LaserReceiver so that only some parts of object react to laser [touch #59]
b4882f8 - 9 months ago - FIX Editor - Laser and target were nor really destroyed when remove from level
090055c - 9 months ago - Fix bug in radial menu
39f5a92 - 9 months ago - New level
30871df - 9 months ago - New Level
65dbd18 - 9 months ago - Compile on Windows [touch #66]
dc44570 - 9 months ago - New Home Icon
9e4eab2 - 9 months ago - Add option to hide editor panel [close #88]
1a1cd25 - 9 months ago - Work on credits page
93a94c0 - 9 months ago - New level
9d86a7b - 9 months ago - Fix crash in Time Level
44aa8a6 - 9 months ago - Optimise laser (beam pool) [close #92]
0b40be1 - 9 months ago - Reduce Editor Panel [close #91][close #87]
af1a6bd - 9 months ago - Changed target DrawNode for a custom shader [touch #42][touch #9]
b5ade95 - 9 months ago - Re-worked the laser shader [touch #9]
b64ca69 - 9 months ago - Fix paging in LevelSelectionScreen
ee65be5 - 9 months ago - Add negative feedback on tap when level is locked [close #89]
d1322c3 - 9 months ago - Add animation on laser beam [close #55]
b2d98f8 - 9 months ago - Add credits [close #74][touch #90]
80cb398 - 9 months ago - Fixed the mess in editor
c82bb78 - 9 months ago - Bug fix
1d1735b - 9 months ago - Prevent from starting a locked level
c16ffbc - 9 months ago - Add a property panel in editor [close #86]
14f2fca - 9 months ago - Add level
9f38aca - 9 months ago - Finish level selection screen [close #84][close #85]
8220e6d - 9 months ago - Add progression saving [close #73]
e13d788 - 9 months ago - Move web adress in LM_Define
043897d - 9 months ago - Add link to Facebook/Twitter/Website page in app [close #70]
e4b892e - 9 months ago - Make the "Tap to continue" label a touchpoint [close #83]
025f6b4 - 10 months ago - Add sliders in radialmenu
4840cfb - 10 months ago - Add a level manager [close #82]
818a20b - 10 months ago - Fold rotation handle on click outside [close #81]
3a785a0 - 10 months ago - Reworked images
3f62edd - 10 months ago - Resize assets
faced04 - 10 months ago - Improve level selection screen swipe detector [close #80]
3a093fa - 10 months ago - Fix bug in label saving
da86642 - 10 months ago - Fix in radial menu folding
8883745 - 10 months ago - Add back to menu button in GameScene [close #78]
ef5acd0 - 10 months ago - Add back to menu button on level selection screen [touch #78]
b192383 - 10 months ago - Increase time before folding on rotation handle
a5fc895 - 10 months ago - Reworked the target [close #35]
b854014 - 10 months ago - Add fade in fade out to arrows on Level Selection screem [close #77]
e59c917 - 10 months ago - Create icon & loading screen [close #33]
e474df6 - 10 months ago - Add level selection screen [close #72]
9c67c0d - 10 months ago - Add level selection screen [touch #72]
b2115da - 10 months ago - Adjust layout on menuScene
cb86772 - 10 months ago - Add level
d227902 - 10 months ago - Deal with overlaping rotation handle [close #75]
7cd9207 - 10 months ago - Sprite update with resolution increase
a33b6f6 - 10 months ago - Test with  blueprint assets
fa3521b - 10 months ago - Assets update
58ab71f - 10 months ago - Add Welcome Screen [close #71]
c612459 - 10 months ago - Try to improve rotation on rotating mirors [close #69]
54e89da - 10 months ago - Add rotation handle in editor [touch #69][close #23]
9df85e7 - 10 months ago - Add sprites in RadialMenu
23e2f81 - 10 months ago - Minor fixes (laser collide with itself & rotation in editor is only 5deg)
51f0a19 - 10 months ago - Add/Fix level
f533235 - 10 months ago - Add the laser & target in the radial menu [close #68]
1d6421b - 10 months ago - Add json loading on RadialMenu [close #21]
b184343 - 10 months ago - Update icon
3e10a16 - 10 months ago - Update prism sprite [touch #59]
a90e8de - 10 months ago - Add extra level
8bf3c03 - 10 months ago - Add a button to go to next level
6b5255f - 10 months ago - Add extra level
f1afb3d - 10 months ago - Add sub second precision in TimeLevel [touch #62]
31e9470 - 10 months ago - Add remove with keyboard in editor [close #65]
5d17882 - 10 months ago - Start to build story
99de2fc - 10 months ago - Fix saving of RotatingMirror
1e56249 - 10 months ago - Fix laser physic body [close #63]
049d7f2 - 10 months ago - Add seconds hand and text in time level [close #62]
b12891d - 10 months ago - Remove unused attribute in LM_Item
b06fc09 - 10 months ago - Fix target overload [close #64]
eee24ec - 10 months ago - Add Facebook & Twitter links in website [close #61]
cd618c3 - 10 months ago - Let editor add new items to level
d23edf6 - 10 months ago - Add time level in the story
f44ec46 - 10 months ago - Fix the getJsonDescription method in multiple classes (still need to fix the prism)
22a481d - 10 months ago - Fix typo in website
a8dca49 - 10 months ago - Fix bug in sliderPrism
7e3be51 - 10 months ago - Get OWL GAMES domain and website [close #60]
fe9f899 - 10 months ago - New sliding logic [touch #58]
58effd2 - 10 months ago - Fix objective-C compiling issue on mac
fd87c1b - 10 months ago - Add advertising background and handle ad loading errors [close #48][close #57]
ba2be9e - 11 months ago - Create a konami code level [close #46]
7fee4b3 - 11 months ago - Fix saving of levels [close #53]
b651c3d - 11 months ago - Create time level [close #44]
4c401c5 - 11 months ago - Make touchpoint bigger on iphone [close #40]
b0dbb9d - 11 months ago - Set ad type to banner on iPHone
fc27598 - 11 months ago - rm tmp file
1b26009 - 11 months ago - Add rotating miror item [close #56]
df550ed - 11 months ago - Make slider a 9 sprite [close #54]
465970c - 11 months ago - Add roation from keyboard in editor [touch #23][touch #52]
399ada5 - 11 months ago - Add keyboard support in editor [touch #52]
a9f4901 - 11 months ago - Fix mistake in SnapToGrid
be8cdac - 11 months ago - Add tap to continue on target [close #51]
a9de1d8 - 11 months ago - Add duration on target [close #50]
d84e672 - 11 months ago - Remove ration from the physic world [close #45]
b6133c7 - 11 months ago - Add advertising [close #38]
c5511bb - 11 months ago - Add shader to render laser [close #9]
590ca05 - 11 months ago - Add Prism [close #4]
4cd8c49 - 11 months ago - Refactor code to get item as standalone & as slider part [close #43]
bb83678 - 11 months ago - Create icon & loading screen [touch #33]
7ff0580 - 11 months ago - Fix target physic radius & removed completion reset
3f2882c - 11 months ago - Level 3 + bug fix in sliderItem angle
3f0c36f - 11 months ago - Fix Ratio mistake
86928a1 - 11 months ago - Fix strength issue in physic world [close #41]
a71d10b - 11 months ago - Level 2
329ba35 - 11 months ago - Fix layering on slider
8ff980b - 11 months ago - Fix error
0c59e71 - 11 months ago - Add transition scene [close #39]
583d90c - 11 months ago - Fix missing RATIO in physic world
e238049 - 11 months ago - Add arrow images for lvl1
7c94c89 - 11 months ago - Tint laser sprite according to laser color
89295e6 - 11 months ago - Get same result on different resolutions [close #31]
74ad186 - 11 months ago - Add color indication for targets [close #34]
9a134ea - 11 months ago - Add circle collision detection on targets [close #36]
7ce2969 - 11 months ago - Add rotation on the lasers [close #32]
11b0722 - 11 months ago - Hide red button
a292a79 - 11 months ago - Add rotation / flipX on sprites / labels + quick reload from desktop
8fe061c - 11 months ago - Add different colors for laser [close #12]
33ecece - 11 months ago - Fix sliderBox positioning issue again
a6588e7 - 11 months ago - Remove file from bundle Fix save location
9af9b40 - 11 months ago - Upgrading to cocos 3.5 [close #29][close #30]
2580cc0 - 11 months ago - Add support for multiple targets/lasers [close #10][close #11]
908d491 - 1 year, 1 month ago - Add remove item functionality [close #22]
b2f34b2 - 1 year, 1 month ago - Save SliderBox position [close #25]
ef74e90 - 1 year, 3 months ago - Add sprites in levels [close #15]
a611ffe - 1 year, 3 months ago - Add an editoHandle object [close #28]
ad50b11 - 1 year, 3 months ago - Add a snap to grid functionality in editor [close #27]
4f6ee9b - 1 year, 3 months ago - Add variable length sliders [close #26]
3d9e0fc - 1 year, 3 months ago - Getting the game back to a working state
31e095a - 1 year, 3 months ago - Got rotation & variable lenght for slider in editor [touch #26][touch #23]
549a583 - 1 year, 3 months ago - Got the beginig of the slider resizing in the editor [touch #26]
4096ca4 - 1 year, 4 months ago - Add foundation for sliderItem position and item spec saving [touch #25]
82ea02c - 1 year, 4 months ago - Add level parameter for editor constructor
c6ae5e2 - 1 year, 4 months ago - Add basic next level function [close #19]
22e99a3 - 1 year, 4 months ago - Add basic RadialMenu [close #17][close #18]
6c93c1f - 1 year, 4 months ago - Add basic editor mode [close #14]
ad499cb - 1 year, 4 months ago - Add level1 as file && change assets
2f22bea - 1 year, 4 months ago - Add support for labels [close #13]
2a0637b - 1 year, 4 months ago - Loading Saving [close #7]
b98a894 - 1 year, 4 months ago - Fix bug in positioning and add JSON export for level
11e6417 - 1 year, 4 months ago - Add target object [close #1]
54b5d77 - 1 year, 4 months ago - Add LM_SliderMiror [close #5]
79329c0 - 1 year, 5 months ago - Add a LM_Item baseclasse [close #2]
8650a4b - 1 year, 5 months ago - Generate Background in LM_LoadingScene [close #3]
4ca2a69 - 1 year, 5 months ago - Initial Commit
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Get vetorial graphics for your game

I’ve been working in mobile game for about 3 years now, and as a developer, it’s always a pain to deal with graphics size. Back in 2013 when I was working OutOfTheBit, we had to deal with iphone / iphone retina / ipad / ipad retina resolution, Apple had this suffix system where you had to add @2x or -ipad at the end of your file name so that iOS could pick the right file for each device. The app had to contain 4 versions of each image and there was often export problems causing quite a lot of frustration. We all wanted to get support for vectorial graphics, but there was no solution at the time.

In 2014, when I was working at Good Game Productions, the problem was pretty much the same, with all the the Android screen size to support as well. We had a editor that was doing the export in multiple sizes to avoid too much pixelisation when scaling. Once again, the app had to include multiple version of the same file.

Today, as I had some free time, I looked for a way to use SVG files in my game. And it turns out that Mikko Mononen wrote a library that does just the job (NanoSVG on github). It’s not actually displaying SVG files on screen, but it let you convert your SVG file to a png. Now you can include svg file in you bundle (which also makes the app lighter) and render them at just the right size for your user screen size. Of course you need to pre-render, which take a bit of time, but for a game like Laser Maze, it’s totally worth it 🙂

I included a code sample here : https://github.com/gheaeckkseqrz/SVG2PNG

I had to do a small change in the loading of the file to get it to load on Android with cocos2d-x, but nothing major. This was tested on iOS & Android without problems.

Just keep in mind that the assets for Laser Maze are super simple, so I can’t guarantee everything will work as well with more complex SVGs, but so far so good.

Big thanks to Mikko Mononen! Hope this makes your development easier 🙂

 

 

 

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Laser Maze Devlog – Entry 4

I’m still waiting to make the official announcement, but Laser Maze as been live on the app store for two weeks now. I have been getting some trouble with the iAd approval, which means the transition scenes displaying an empty advertising box, but this is now fixed.

At the time I’m writing this post, I still haven’t made an official release announcement, but the game as been live on the app store for about one month. It has already got downloaded 500 times, and I made my first cent out of iAd a few days ago.

Feeling rich ;)

Feeling rich 😉

Also, and probably the  most important thing that happened since the game went live, someone wrote a blog post about it : http://gottasolveit.blogspot.ro/2015/08/laser-maze-2015-free-puzzle-app-game.html

This is the shortest blog post you can find, but it means someone actually played my game and liked it, which is means a lot to me 🙂

Now the plan is to finish the Android and Windows Phone versions, and do a proper release announcement. And next starting to work on version 2.

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Laser Maze Devlog – Entry 3

I just sent my third beta build on Testflight, and as the upload was going on, I reopened the previous build, that was already one month old, to check the progress between the two versions. It turns out that they are almost the same, all the work I did in the past month make almost no Visible difference in the game.

The only thing that you can spot easily is the laser effect done with the shader. It make the game looks much nicer, but in terms of gameplay, there is nothing new since last month.

I have to say this is a bit disappointing with that, but to be honest, this was not my most productive month, I’ve been away from work a lot.

Still there is some invisible change, there is a bit of polishing done, the Windows version is working, the Windows Phone version is almost working. And I learned how to write a custom GL program and make it work with cocos2d.

Right now I have only 10 task left for Version1 in my TODO list, but this is probably going to go up and down again.

Screen Shot 2015-07-01 at 10.02.55 pm

 Unfortunately I missed the deadline for the « Unleash the Power of Cocos and Windows » contest, but at least I got my Windows developer account, and this gave me some (much needed) motivation to work on the Windows version.

I’m still not going to give a release date, because I figured out that everything is always taking much longer than what I plan in the first place, but the development is still going on, and most of the testers like the game so far 😉

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Laser Maze Devlog – Entry 2

As it’s Saturday, I’ll start with a #ScreenshotSaturday !

Of course, the game is going to have mirrors !

Of course, the game is going to have mirrors !

There’s nothing really new since last week, the core game mechanics are already all done, now it’s all about adding the last features, fixing the few bugs, and polishing everything.

During the past two weeks, most of the work as been done on the level editor and the visual effects.

I’ve been writing a bit of GLSL code to give some life to the laser beam, and I’ll probably try to add some lightning effect on the mirror in the upcoming weeks as well.

I still need to create levels, as releasing a game with only 12 levels is not an option. But hopefully the level editor should be ready soon, and level creation should go quite smooth 🙂

Last thing : I just started to look into the compilation on Windows 🙂

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Laser Maze Devlog – Entry 1

 

icon-roundHi everyone 🙂

First, let me introduce myself, my name is Pierre, 23yo, french. I’ve been writing code since I’m 15. I started my career in the mobile game industry with my first job at OutOfTheBit, making 3 games while I was working there (Four In A Row, Dots And Boxes, Soundride). I then worked for some time at Good Game Production, making another game (Underwater ABC’s), and developing a game « framework ».

I’m now working on a game project by myself :

iOS Simulator Screen Shot 1 Jun 2015 7.56.37 am

I’ve been working on this project for almost 2 months full-time, and as I’m getting closer and closer to a finished product, I’m now ready to share my first screenshot with the world 🙂

iOS Simulator Screen Shot 1 Jun 2015 7.59.16 am

It’s a puzzle game, the concept is pretty easy. You have a laser, a target, and you need to hit the target with the beam.

Every bit of feedback is more than welcome, especially about the design 🙂

FACEBOOK | TWITTER | WEBSITE

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Yearly news

After more than a year, here are some news for the blog 🙂

I’ve been spending most of 2014 in Melbourne (Australia). I’ve been there on a Working Holiday Visa, which is a visa that let you come to Australia for one year, and let you work as long as you don’t stay more than six month in the same company.

Melbourne

Melbourne

During this year I’ve been working for two different companies : Good Game Productions and Blackmagic Design.

At Good Game Production, I was a game developer, I’ve writting a system to build game scene from a json file (the file itself was built in a drag & drop editor). I also made a game in my last week to put this system in use (Underwater ABCs), and I worked on an other project that is still to be announced.

At Blackmagic design I was an « Infrastructure Engineer », this is a fancy name to say « Build guy ». I was in charge of the build system, the goal was to be able to build projects in one click. The system would check out the project code from its git repo, build it on MacOS, Windows 7/8 & Linux, create .iso . zip .dmg, and send everything back on a server for storage. The company is great, they are making great products, they have really good developers, there is a great atmosphere there. The plan for me was to get a sponsored visa from them, but unfortunately, I really really didn’t like the job (build system are boring, and this one was terrible). So after three months, I gave my resignation notice and got back at Good Game Productions.

In December, I bought a car and passed my driving license. I left my job at Good Game Production for the second time just before Christmas, and on the 27th of December, I left my house sharing in Melbourne with my girlfriend to start a Road Trip along Australia’s east coast !

Kim

Kim

We lived in the car for the next 6 weeks, driving more than 14000km on Australian roads.

We started the trip with the Great Ocean Road, from Melbourne to Adelaide, then we crossed the outback to Sydney, we drove up the coast through Brisbane all the way up to Cairns. We got back on our tracks a bit above Cairns, and took the path down to Melbourne as my family was coming to visit me. We stopped in Brisbane again, and then spent three days on a boat in the Whitsundays Islands. Sydney again, then Canberra, and finally back in Melbourne via the Coastal Drive.

Road Map

Melbourne > Adelaide > Sydney > Brisbane > Cairns > Brisbane > Airlie Beach > Gold Coast > Sydney > Canberra > Melbourne

Hobbiton

Hobbiton

Back in Melbourne my family was there for three weeks. When got back home, my girlfriend and me flew to New Zealand. Again we got a car and lived on the road. We crossed the country from north to south, with an indispensable stop at Hobbiton 🙂

New Zealand is an beautiful country, I hope I’ll get back there for a longer time at some point  (they also do the working holiday visa).

Bali

Bali

Last stop before going home was Bali, where we stayed for a week, mostly chilling at the hotel. I discovered once there that I couldn’t properly drive a motorcycle, so we didn’t moved to much around the island, but this was still a really nice experience.

I’m now back in France, looking for a job, and working on a game as a personal project. If the game does well once released, I may even start my own studio 🙂

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