Programmer Art is Hard When You Can’t Draw

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Day 5 Today is a short day when it comes to number of things to accomplish, but long on how much time it takes to accomplish it. Time to add some animations! Some Ground Work Before creating the animation art, I needed to add some code to keep track of an entity’s current frame, the […]


Wall Collisions and Some Data Refactoring

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Day 4 For this day, the main plan was to add in map collision (to keep our player from walking off the map) and rethink and refactor how prop data is stored and used. Wall Collisions There’s really not a lot to say here. I treated the map collisions a little bit differently than props, […]


Keyboard Movement and Collision

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Day 3 For this day, my plan was to implement keyboard control and basic collision detection/correction. WARNING: Thar be GIFs here! Keyboard Controlled Movement Turns out this was a lot easier than I thought it would be. First, I created a new module that listens for keydown and keyup events, checks if the event is […]


Draw Order for Sprite Rending is Nuts!

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Last Time (and a little bit after that)… The last time I worked on my Jamuary game, I planned on drawing all props (1-tile-high stools, 2-tile-high characters, and 3×3-tile walls) all on the same layer. Due to how my code was originally written to draw different “heights” of props at different layers, my initial refactor […]


Jamuary 2017 Start!

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Now it's time to jam!https://t.co/zTCDWV3s8X cc @FinemVox pic.twitter.com/maX9fqZpvC — LDG (@LostDecadeGames) January 1, 2017 A few days ago, I started working on some prototype code for a basic Super Nintendo-style 2D RPG made with HTML5, and what better a way to keep it going than to participate in a game jam? So I’m going to […]