Make that telephone sometimes be blue, and I’ll throw all of my money at you. (Whovian for life!)
Added support for drivable vehicles. Here’s the first one:
http://bigosaur.com/blog/images/forkliftyt.png
YouTube video:
It can drive through spikes and other hazards and lift heavy objects. Since the player can only push other objects, this introduces interesting new ways to combine game mechanics.
I plan to add other stuff later like monster truck, space shuttle or airplane. Maybe even submarine and powerboat if I could think of some good puzzles for those.
Here’s the first pixel-art cloud I ever made:
I’m also experimenting with character clothing. I’m even considering possibility to have multiple characters and you can pick which one to control or something like that. The difference would only be cosmetic though.
I completed the background for the city levels. Here’s what the game currently looks like:
It currently completely unplayable because of all the new graphics and elements. I’ll need to rebuild all the levels with new stuff.
UPDATE: There will be some delay before I post more stuff. Today I tried to run the game on my laptop for the first time, and it’s got Intel integrated graphics that does not support OpenGL 2. Looks like it’s a dead-end and I won’t be able to use libGDX further. I want the game to run on anything, and to be able to develop when I’m on the move. Of the other libraries, I got experience with SDL, but that would mean translating everything to C++. I tried some other options, but no luck. So, I’ll probably build dual code: C++/SDL for desktop version and Java+libGDX for Android/iOS version of the game. However, it seems that SDL lacks some features that libGDX has, so it might take me some time to add those first.
http://bigosaur.com/assets/img/seeders.png
Ok, I finished the SDL2 engine which runs beside Java+libGDX engine. I will use SDL one for Windows/Linux/Mac and libGDX for Android and iOS. I had to recreate a lot of libGDX functionality myself in SDL, so now I appreciate what libGDX gives us out of the box much, much more. And I also hate that C++ does not allow float f = 1f, like Java does. I now understand why Notch was so angry that you have to write .0 everywhere.
In the meantime, I renamed the game to Seeders and fixed the levels (I got 19 complete puzzles now). My SDL version is a little bit ahead of libGDX currently as I work on the old laptop more often, so here’s the first demo for the desktop and I’ll polish the Android version later.
Demo build:
http://bigosaur.com/seeders-build2-setup.exe
If you prefer .zip file instead of installer:
http://bigosaur.com/seeders-0.91-windows.zip
LibGDX demo build for Android:
Coming in about a week or so, after I backport the code.
More screenshots and a video on Steam Greenlight page:
http://steamcommunity.com/sharedfiles/filedetails/?id=403676516
Please try the game. Any feedback is welcome.
This is coming along nicely, it feels very polished. I tried the demo download and I thought it was fun, I really like that the puzzles don’t just have one “correct” solution, it gives the player some freedom.
And as someone who’s currently working on his own 2D-platformer, the sheer number of levels you have is impressive (I’ve gone from an initial plan of 64, to 32 to now 25 :persecutioncomplex:).
Dude, just define something like this:
#define __MY_AWESOME_FLOAT_OF_VALUE_ONE 1.0
Then you can just use it like this
float f =__MY_AWESOME_FLOAT_OF_VALUE_ONE;
And you won’t have to type .0!!! ;D
I think he means you can put “f” at the end of a number to make it a float (instead of an int, for example).