Hands up all of you lot that remember the original Paradroid? Quite a few, I suspect, so you’d be the people remember the attention to detail that showed up in the title screen with the scrolling screens of text, use of colour, and even formatting of the scroll text, within the limits of the font […]
Archive for the ‘Development’ Category
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 […]
I found my missing code from yesterday. Turned out my back up to the QNap had copied the working directory after all. I shall now endeavor to make my crap prototype even crapper.
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 […]
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 […]
Today was possibly the most productive day I’ve had programming in possibly as much as a year. If any of it is of practical benefit, apart from the pursuit of knowledge and keeping the mind sharp, I’d very much doubt, but I like to think that any time spent in front of the computer putting […]
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 […]
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 […]
I originally wrote this entry back in October but, as it wasn’t finished at the time, I didn’t get to actually put it online. As we’re up and running with something again – more on this next post – it’s time to put my house in order again. I suppose blogging is a little like […]
Just putting up a link here for the tutorial files for MaxGui which, although quite old now, are still really useful for beginners and the original hosting site has died. They can be downloaded right here: MaxGui Tutorials.