Xerra's Blog

Drunken coder ramblings

Archive for the ‘Development’ Category

Paradroid ongoing —

Development is going pretty well on Paradroid at present so, pretty soon, I’m going to be posting up some work in progress of both development images, and the game as it is at present, running. GMS 2 (Game Maker Studio 2) has proven to be a pretty good system for both of us to work […]

Parallels and Gamemaker Studio 2 —

Tinkering with side-projects like Mancala has taken a back seat over the last week, despite my previous raving about wanting to get back into Blitzmax once again. Aaron and I discussed the relative merits of using something huge like Unity for Paradroid and we ended up deciding that it’s overkill for the type of game […]

Putting it all on screen —

With a mocked up game board in place it’s straight onto probably the hardest part of the project, which is handling all the objects needed for the game. There are 14 holes to keep track of on the board, and 48 pegs. We need to know the hole location of each of those pegs, the […]

Getting the basics right —

The reason for developing our Paradroid project is primarily a learning exersize in how to “Unity” This means, for starters, I’m going to need to have some knowledge of C#. I’m not going to need to be brilliant at it but Unity requires various amounts of raw code within a project unless you’re doing something […]

Project Paradroid —

When creating Paradroid back in the early eighties, Andrew Braybrook created a masterpiece. A game consistently rated as one of the greatest games ever written on the C64, and also one of the most fun to play. From a technical point of view, it’s also a master class in how to fit a huge game […]