Originally Posted by Sketchy I'm thinking maybe PixiJS (or Kiwi or Phaser?) myself - I like Javascript, and I like the ease with which projects can be ported to virtually any device
Meanwhile, I'm currently working on the interface a bit, now that most of the basic engine is done - I now have a pie chart to show how much territory each player owns (think I need to make it bouncy though). The colour scheme will probably change later - I think the grey is too dark compared to the bright, cartoony graphics everywhere else...
The gray looks pretty good to me! Maybe add a raised edge or something.
The reason I'm avoiding javascript is for performance reasons. I don't want to be limited in what I can accomplish. Although I suppose I should have thought about that before using Fusion.
I figure if I'm going to learn a new language anyway it might as well be something with a lot of room to grow.
I guess the same argument can be made for javascript though too.
That's fair enough.
Realistically though, I'm only interested in 2D turn-based strategy / puzzle / roguelike etc games, so performance is never going to be the highest priority. Javascript is easily fast enough, and there's still hardware acceleration for the graphics. And it's just a really easy and intuitive language (and being able to instantly test things in a browser is so nice)
I got my pie-chart bouncing which is nice, but maybe a step too far (people might get seasick if I make everything bouncy)
This is the kind of lighter color scheme I'm considering:
All graphics are potentially going to be redone anyway, so I'm not worrying about it right now.
Think I might start a little devlog thread, to save me clogging up this one...
So I have something new I'm working on. Remember that old game I was making a while back? Tiipotopia.
Well I've resurrected it. I started remaking it in Fusion, but got stuck with performance issues and was limited in what I could do, so since I didn't get very far I restarted using C++ instead.
I have no idea if I'll ever finish this or not, but it's a fun side project.
This new version lets you edit the game while it's running in realtime with other people if you want, but it's not designed to be a minecraft clone. I'm trying to make a cave-story type game that's multiplayer, but also add elements of animal crossing (like decorating your house and buying silly clothes) So kinda like Flanville I guess, but a platformer.
Started working on Fishhead 5 (4 is nearly done).
These are just gfx, all I have to come up with now is good coding and good gameplay and good level design.
It turns out I have a 99% finished game on my harddrive so i'm going to tweak it a little bit and release it. It will be the first game ive released here since 2013.
It's a Green Beret clone made to look like a budget home computer game. With a fixed 8 colour pallete too!!
There's only 3 levels and no sound yet so I might have to work on it some more before I finally release it.
It was probably an example for some sort of imaginary console where i'd make up the specs and do a sort of launch lineup for it.
The player and enemies do look like postmen though...
Also I had a weird bug i only just discovered. The jump arc was broken (ie stunted) and the only reason it didnt work properly was the was order of my groups. But i had designed the whole game with the broken jump arc in mind. Now the game works properly i need to change the jump arc so it's smaller lol.