Xerra's Blog

Drunken coder ramblings

Archive for the ‘Paradroid’ Category

Another quick update —

Sorry for the lack of posts over the last couple of months. I didn’t realise it had actually been this long since my last post on the #ParadroidRemake we’ve been working on for what seems like years now. In reality it really hasn’t actually been that long, but my partner and I have gone through […]

Title screen —

So finally I’m getting around to talk about the title screen work I’ve been doing over the last couple of months. In all I think there’s around 10 – 15 hours or so I’ve devoted to this part of the game since I shelved the transfer game to come back to it later. You may […]

General update —

Hi guys, Sorry for going over a month without an update. I’ve been so busy with the new job that, while I’ve still been working on the game, I’ve not made time to blog about what I’m actually doing. At present I’ve spent the last couple of weeks going back into the title sequence I […]

Website update —

Thought I’d put myself out there a bit more with some social media buttons and add a lot of Twitter integration as it seems a lot more people are starting to get interested in our #ParadroidRemake blogs and tweets. While I was at it I also added in dedicated pages to some old games I’ve […]

Brief update —

Sorry, I’ve been a bit quiet of late. Real life stuff slowing down my coding a bit but I’m still beavering away. Aaron’s been a lot busier so today I’ve been testing out all the droid info screens that he’s been plugging into the console. Now that these are in and working – just a […]

Gamepads —

Aaron and I had a very important business meeting this weekend at our head office (cough) The Coach and Horses. Among the things we discussed were throwing ideas about on a potential next project after Paradroid, and debating wether we need to have gamepad support in Paradroid. As I’ve mostly just used keys/mouse on the […]

Transfer game progress update —

More work on the transfer game this afternoon. I’ve been trying to keep the game handler down to fewer objects so it’s easier to work with all the elements without having to factor in with object calls as it could get kind of messy with all the sub-elements that are going to come into effect […]

Transfer game progress —

Creating the transfer game was always going to be a major task in Paradroid due to the complexities of having a random element to every game screen generated but having to make every one actually playable. I knew at the start that the actual routine to generate the screen was going to need to be […]

Paradroid music —

While Aaron and I were looking into wether we could actually do our own clone of Paradroid, I also went looking for some alternative music as I didn’t fancy the idea of using the droid chatter system of the original game. Luckily I found that a chap called P I N (Michael Pin) had done […]