Shadebob Games

Yet another game development blog

2d tiles and walls

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:

This article was posted by Yanick Bourbeau & 2 years ago

There will be blood

I just finished adding a simple blood effect with 2d particles.

I wonder If It is better to use particles or sprites for this kind of effect.

This article was posted by Yanick Bourbeau & 2 years ago

Weapons and pickups

I just finished adding much needed features such as pickups (weapons, ammunition, health and armor) and making the guns actually fires projectiles over network. There is no collision checking yet, this will be for next post I suppose.

I think the next major issue to fix will be how I deal with lag and non-hitscan weapons. I currently consider all my weapons as firing projectiles therefore even if I rollback my simulation to check if the target was hit in the past it would look very ugly on the screen.

Right now I have two things to try:

  • I am thinking about using variable-speed projectiles (to catch up with lag).
  • Adding a local input lag, like the client-side version of the projectile (simulated) will be drawn with a 50-100 ms delay, or even a fraction of the current RTT.



Suggestions, someone ? :)

Here a video:

This article was posted by Yanick Bourbeau & 2 years ago

About Commando Development

This is my first post about the development of a game that is not Moon Fever. I have put Moon fever on hold to try to complete a smaller game I wanted to do for quite a while. It allowed me to test the netcode used in Moon fever.

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This article was posted by Yanick Bourbeau & 2 years ago

Moonfever spaceship editor

I posted a new video showing the current progress of the libgdx game client used to connect to game server. Everything seems to work correctly, the server store all spaceship designs and you can use them across several games. Still, you need enough points to build them.

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This article was posted by Yanick Bourbeau & 2 years ago

Skin Editor Documentation

About this tool

The Skin Editor is a tool that help you create and modify your libGDX Scene2d-UI skins. Without it, you would have to edit the skin JSON file directly in a text editor, create your own bitmap fonts, generate your texture atlases and so on. Doing skins is a major headache for newcomers and some will skip using them for this very reason.

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This article was posted by Yanick Bourbeau & 3 years ago