Yet another game development blog
For #screenshotsaturday, here is an animated gif of my new splash screen for InfiniTrap game. The neat thing in this video is that blood platters are pseudo-random, using a custom particle emitter I made just for this effect smile emoticon Also, the zombies are made in Spine and I create custom skins at runtime to make them look different. (I still have clothes to draw). Do you like the result? I could post code if you are interested about how I do the blood stuff :)
Yesterday I took time to write a small utility class to handle bit packing for my upcoming game network protocol.
Bit packing is a must have when you implement a network protocol. Here is an example usage:
Let's say you have a byte that contains the current player slot position. This is a 4 players game, then you have 0,1,2,3 as positions. Using a whole byte (8 bits) to store the position is not optimal, you can store the same value in 2 bits.
This might not look that much but if you are sending 20-60 packets per second, it is starting to count bandwidth-wise.
Here is how to use the class:
BitPacker packer = new BitPacker(); int playerPosition = 4; packer.putInt(playerPosition, 2); // It will put the first two bits of the int in a bitset
packer.toBytes() returns the bytes to send via network (the content will be padded with zeroes to match 8 bits multiple)
Now let see the reverse, when you receive the data from network as byte:
BitPacker packer = new BitPacker(); packer.putBytes(dataReceived); int playerPosition = packer.getInteger(2); System.out.println("Player position: " + playerPosition); // Should be 4.
If you want to re-use the same BitPacker object, you can call reset() and rewind().
Now that InfiniTrap is near completion, I am proud to announce that we will be working on our next project: Desktop Commando, which is a multiplayer(up to 32 players) 2d/top-down competitive shooting game where you have to protect a dishwasher :)
I will try to keep posting twice a week about this project as the development goes. Hope you will enjoy it :) There is a lot of interesting things to do. Also all the prototype versions will be free and you will be able to test and play with it and help us make it better.
Stay tuned for more!
Hi everyone, this is a quick message to tell you that InfiniTrap is now available on Steam at this address.
You can also visit our website at www.infinitrap.com
www.infinitrap.com is live!
We also started a greenlight and kickstart campaign. The game will be released on 22 september 2015. Go visit the website :)
In Desktop Commando, all my static objects are placed with pixel accuracy, meaning that something like TILED could not help me a lot. Still, I need to create some levels but I don't want to develop an extra editor application.
Since the game will eventually allow players to build stuff (like turrets and traps) it was interesting to develop some kind of generic ingame editor that allow me to place static objects myself (as an administrator) and save the level directly inside the game.
I also created a small script that take a wall tileset made in GIMP and import it in libgdx, ready to be used.
Here is the result: