Developers' Diary

'Paraplu'

Event Queue

Monday, June 23rd, 2008

My friend Nathaniel was just watching me code, and he suggested using the event queue to process input instead of polling for every type of input every frame. To be honest I don’t exactly understand how the event queue is any faster than polling (like, at some level there must be some logic checking every […]

Chipping away at level editor

Saturday, June 21st, 2008

I’ve been implementing a level editor feature or two each day. Now we have a little display on screen that tells your current tile coordinates, which paves the way for our status display of health, items collected, and so on. There’s also a neat little blinky cursor that shows exactly where your tile will land […]

Paraplu: Layered Editing

Monday, May 19th, 2008

So Paraplu’s level editor has so far only supported changing the map layer of a level. But there are two other layers in each level: objects and “entities” (meaning enemies or townsfolk). It was surprisingly difficult to adapt the level editor to work on these other layers, because each layer was kind of a special […]

Paraplu: Text

Thursday, April 24th, 2008

I just transplanted what’s probably the most complicated class in all of Soft Landing, “Interface”, into Paraplu. Along the way I chopped off a ton of messy code that I’m planning on rewriting. This is the class that draws all of our text boxes, menus, health bars, and so on. It’s not gorgeous, but it’s […]

Paraplu: Editor

Friday, April 11th, 2008

I just finished much of the work on the improved Paraplu level editor. It’s a mode you can enter when you start the game, in which the character is replaced by a translucent square cursor. There are buttons for cycling through the various batches of tiles we have, each with 9 tiles in it. Then […]

Paraplu: Tiles

Wednesday, April 9th, 2008

So, I think last night was my major breakthrough that I had been waiting for. I’d like to thank Flight-Plan in particular for inspiring me to re-attempt the style I was originally going for, and to get it right this time. I studied some GBA games they’ve made and it was really useful. Strangely, my […]

Paraplu: Collision

Wednesday, April 9th, 2008

Well, Jules and I decided that pixel-level collision is not really going to be necessary. We’re just going to have a kind of rectangular collision mask for each entity and each obstacle, and test against those. Given the tiled nature of the maps, this should work fine. It took about ten or fifteen minutes to […]

Paraplu: Enemies

Monday, April 7th, 2008

So Paraplu is already at the point where we can have enemies running around the map. I got them in the game today, and have them chasing the player with very simplistic behaviors. There’s a terribly primitive collision detector in there, checking whether they’re running into any solid objects, but it’s bad in that it […]

Paraplu

Friday, April 4th, 2008

Soft Landing is an enormous game. When I imagine it in its finished state, it’s like Xenogears, Ar tonelico, Sakura Taisen, and other pinnacles of achievement in gaming, crafted by large teams of professionals working full time. I believe we will finish it, and I believe it will be everything we are wishing for. So […]