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Archive for the ‘Coding’ Category

Support Coffee Induced Games

September 13, 2016 3 comments

To help support us producing our games, can we suggest purchasing the language we use? Basic4Android from Anywhere software.

And what would really help is if you’re thinking of purchasing B4A, please use the following link to visit the Official B4X site.

B4X Official Site – www.b4x.com

For every purchase made here, we will receive a small amount of the sale and help give us the means and motivation to continue producing quality games produced using Basic4Android and publishing work in progress blog posts and Youtube videos.

So what are you waiting for? If you’re on the edge, go for it! What do you have to lose? B4X offer a full 30 day money back guarantee!

 

Our sister blog easyandroidcoding.wordpress.com also feature a series of tutorial articles you can use to get going on creating your own games using B4A and LibGDX. (LibGDX is free)

Update on level loading for Grenade!

April 29, 2016 1 comment

I’ve completed most of the level loading code for Grenade now, so the Android version can use the PC versions level files, the below screenshot shows the current state. Nearly all objects are loaded from the map and are displayed. I might change the scale of the soldiers as they look a bit small compared to the level and still need to load in other level details like objectives and the collision map (to stop soldiers walking over rivers and through buildings)

wipshot_290416All the graphics will get improved for the final version before release, the trees need better texturing, the rocket packs are too big, the rivers need to be darker with animated water, the bushes need to be cut down a bit (pruned) and given more variety and the grass texture could do with some variation too. I’ll also improve the look of the buildings, although that’s not in shot right now.

After I finish the map loading, I’ll start working on the interface, there’s going to be a button for grenades, one for rockets, and one for air strikes, then a minimap button and a menu key to pause or abort. The solders will also need healthbars, which I’ll put in a side bar box.

I’ve also decided to reduce the soldiers to two per mission, it will improve performance a little and should make route finding much easier, it’s also easier to manage for the player on smaller phone screens.

Mid April update on Android conversion of Grenade!

April 18, 2016 Leave a comment
Okay, time for a quick update on the early work on this PC to Android conversion.

I’ve written a task list as shown below to follow in order to convert my game. I’ve tried to make each task achievable in a small amount of time, anything from 30 minutes to a few hours. I’ll generally try to work down the list until the game is complete. The list will change over time and I’ll update it here when it does.

convert all graphics to png or left as jpg – done
add transparency to all graphics – done
check all sounds are mp3 or ogg (check online) – converted to OGG – done
redesign control system, write design doc – done
generate 500 name list – done
create all types required in b4a
test loadmission code on b4a
draw level on b4a
scroll around map on b4a
add simple movement code using screen taps
add enemy movement
add fire code
add grenade / rocket dragging
add enemy AI
add enemy bullets
add collision detection
add map collision detection
look at route finding using a* code
add prisoners
add crate pickup code
create database for storing names and soldier details

As you can see, I’ve already completed the first few items on the list. The PC game was written using Blitz Basic which didn’t support 2D transparency in sprites and needed a set colour to use to blank out as a background colour.
Here’s what I mean:

 the PC image has a white background which BlitzBasic was told to treat as totally transparent and the shadow itself is not see through.

 after updating the image using Paint.Net I remove the white background and half the transparency level of the blak image, when drawn as a texture using LibGDX this will give a much better looking shadow allowing for the grass or other ground features to show through.

The other changes to graphics have been removing graphics that won’t be required in the Android version, like custom mouse pointers, some of the animated menu items and also converting everything from BMP to PNG format.

The theme tune has been converted from MOD format to MP3 using a free online tool I found on Google.

Regarding the control design, the PC version required you to hold down G then click to throw a Grenade, R to fire a rocket, or T to call in an airstrike. Obviously I can’t do this for the Android version, so I’m going to copy the methods used by the game Tiny Troopers, and use the method of having a grenade icon which you can press then drag to the target to fire a grenade or rocket.
for airstrikes I’m toying with the idea of using a minimap to call in a strike, as done in Call of Duty on PC, if this doesn’t work then I’ll use the same drag method.

One feature I love in Cannon Fodder is that every soldier has a different name, my PC game didn’t have this but I’m going to add it to this game, I’ve used an online name generator to make a list of 500 unique names, I use Excel to remove any duplicates. When Cannon fodder was made, the first soldiers on the list were named after the developers, so let me know if you want to be on the list! When each soldier dies, he’ll be given a grave in a graveyard and the player will be able to press any of these graves to see who it is and how they died. I’ll use a SQL database for storing this.

I’ll leave it there for now, I’ll do another update when I’ve completed some more points, feel free to comment and like this post if you want me to continue.

New Game tutorial series incoming soon!!!!

August 25, 2015 Leave a comment

Here’s a teaser video for the game the new tutorial series shows you how to make, using LibGDX and B4A. Look out for more in the following weeks….

 

Flappy Bird LibGDX version

March 17, 2014 2 comments

UPDATE:

I have started the tutorial series on using LibGDX to write games using Basic4Android

Follow this link to our sister blog site to view the tutorial

 

I’ve finished the first version of my Flappy Bird clone using the LibGDX library with Basic4Android. Download the source code here:

Cloney Bird LibGDX Source Code

I’m planning on making a short Youtube series on how this all works.

UPDATE: Sound is now working. I have also added many comments to the code to make it easier to read.

b4alogolibgdx logo

Flappy Bird Android Clone now available!

I’ve included the source code. There will be a more advanced version uploaded soon that will include some music and sound effects.

Here’s some screenshots:

2014-03-04 08.32.17.png2014-03-04 08.32.02.png

Here’s the links:

Source Code: Download Here

APK: Cloney Bird

Flappy Bird Basic4Android Clone now available!

March 4, 2014 2 comments

I’ve included the source code. There will be a more advanced version uploaded soon that will include some music and sound effects.

Here’s some screenshots:

2014-03-04 08.32.17.png2014-03-04 08.32.02.png

Here’s the links:

Source Code: Download Here

APK: Cloney Bird

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