Sunday 30 June 2013

MOAR LEVELS!!!!!!!!!


60 black and white levels and counting!

I hope that they won't become boring. I myself can't really tell, because I "engineered" all of them. I am considering to do another "public preview" to see what people think. I will do it as soon as I make more  "coloured" levels!

It seems to me now that there is a lot more to making a game than I expected. It can be really time consuming and procrastination encouraging.

I am also considering making myself a twitter to post pictures to it.

Friday 28 June 2013

Made a level editor, tons of levels soon to come!

I have made a level editor for Unsquare. The code for it is a bit messy, but it works. Anyway, tomorow, I'm going to be mass producing levels! I will start with black and white levels, I wish to have a good hundred of them! Then, I'll see with the tricolor ones and the rainbow ones.

Thursday 27 June 2013

Idling about...

Yesterday, I haven't done anything concerning Unsquare, and I haven't done much today either. Just a few small changes. I probably wasn't in the mood. I had been a bit sick... Luckily, I will be able to continue, and I'm glad I have a to-do list. Also, I now realized that I will have to make a better level editor.

Tuesday 25 June 2013

Undo, PAR, Persistent Storage and Austin Hallock


Today, it has been a productive day. I got an undo button working. To do that, I had to correct a few errors in BinaryData.js , a library that I made for easily manipulating grids of numbers. It's not the first time I spotted errors in my hand crafted library in production.

I also added the glow effect you can see in the picture if a level has been done in par steps. I also added persistent storage using the Clay.io api. I hope I can trust.

When using the Clay.io api for persistent storage, you have to make sure that you have no periods in the key. Otherwise it won't work properly. 

I didn't add much levels, yet...

This may be considered as version 0.3.8 of the game. To get it to 0.4.0, I'll need to add a button to reset the storage, clean up my code, and force the player to solve a level before going to the next.

My last point, is that I got an email from Austin Hallock, one of the leading (if not THE leading) developer at Clay.io, who said that he really liked the concept of Unsquare. Things have happened so rapidly, it's almost surreal.

To-do list...

<talking to myself>

I will make, in approximately this order:

  • an undo button ( finished 25 june 5:24 PM)
  • a level pack menu
  • remembering completed levels (finished 25th june 9:00 PM)
  • making PAR significant
  • adding a main menu
  • adding more levels
  • adding a consistent look
  • making a bonus level system
  • Making my game work on mobile

Colors (Unsquare 0.3.0)


I added colors!

It's now officially, version 0.3.0

The concept of content-based games works really well here. I can make a new color skin and make levels for it without changing the main code now!

I won't release it online just now though. I will release it in maybe a week when there will be less prom pictures on facebook.
I added this banner to retain people's attention though:

I also had lots of massively good feedback! Some guy tweeted my game, and someone rated it 5-star! And I didn't even release it on the Clay.io store. And it's not even finished!



The 0.2.0 version can be found here:
http://unsquareprototype.clay.io/

I am also up to another project: summing up the developmental patterns and techniques I used to make this game. I will do it as soon as I will find out how to format html and javascript on this blogger thingy.  I will call it "Hassle-free javascript for medium projects"

Sunday 23 June 2013

Unsquare 0.2.0


Yeah!
I have got Unsquare to a new better state. I'm also now hosting it on Clay.io!
http://unsquareprototype.clay.io/

Look at the beautiful menu:


Oh, how I wish I could cooperate with an artist, or at least with someone who knows his HTMLs 
But no, I got this thing handles, I think, and I have my dear w3 schools. 

Also, lets hope facebook won't delete the link. It shouldn't since It's a clay.io subdomain. That's a good site! Plus, I get to have an icon showed on facebook, which is something I tried to figure out for a few minutes but I couldn't.

Also, who are the 3 people who viewed my blog? I didn't look at it myself to be fair. 

Oh, it's so late, 12:01 AM, so I better quit doing stuff...

P.S. I probably did some grammar mistakes...

Saturday 22 June 2013

Hello!

Hello!
I created this blog to keep track of what I do.
I imagine that having an open blog is the most socially acceptable alternative to thinking out loud.
Oh, and if someday what I do will be really successful and I'll be really extroverted about it, I'll have people come here.

What I do:
I like programming stuff, mostly in Javascript, and mostly games. I have a lot of other passions that come out at the most random times, but I will not talk about them here... probably.

So I have been developing a puzzle game, and I have showed it to people on facebook and Ludum Dare, and I had such good feedback. Unluckily, Facebook deleted my post thinking it was spam. Anyway here is the prototype I showed people:
http://rnd.atspace.tv/UnsquarePrototype/

The way I had originally made it was pretty weird, since I had the game be running in an iframe, and yeah. The problem was that each time a level was reset, the iframe reloaded.

Now, I am remaking, changing the game so that it won't have all this iframe nonsense. I am also doing it because in Clay.io it didn't work for some reason. I will be hosting my game on Clay.io since facebook found my other link to suspicious. I am going to also add more levels.

Oh, and people thought that level 15 was really hard. It looked like this.
Photo: Paul-Andre, I think you broke my brain

Anyway, with a swish of $ hg commit, I am now changing the game. I have these sliding animations going. Also, I am integrating a dialogue between levels, so the person can choose if he/she wishes to try and get par.