It really is amazing how time flies when you are having fun. It feels like it was yesterday when we started this humble blog, when we set off and started this adventure that we call StrandedSoft.
One year has passed, and almost 50 posts later we can say it’s been a hell of a ride. We have learned a lot about game development, and we are getting ourselves immersed into this fascinating world that is the videogame industry. A lot has passed during this 12 months, but as with anything that is good we can surely say that the best is yet to come, and that this adventure has just started.
But today, we celebrate, and for this very reason here is a small glimpse of what we have been talking about during this first year:
Well well, things are starting to take shape don’t you think?, our “game” is starting to feel and play like one, but before we can say the thing is finished we need to start wrapping and polishing things up. That’s what we are going to start doing on today’s post. Let’s get cracking!
And here we are, back again with what is already part IV of our HaxeFlixel 2D shoot ’em up tutorial. I hope you are following up nicely until this point. But if you are not, don’t fret; by the end of the tutorial I will do a small recap through the most delicate parts of the whole process and I will post the full game code on Github, so you can all have the whole thing on your computers so you can tweak and modify it to your hearts content.
Ok, today we are going to do a few subtle things that we were missing and that must be addressed right now, let’s get to work!
Hi there!, ready for more 2D shoot ’em up making? Good, let’s continue from where we left off last time.
As you know, we finally had a way to load tiled levels and populate them with walls, destroyable blocks and some enemies. That’s great, but we need to be able to slowly scroll the level to the right, or our ship won’t be able to actually get anywhere.
On top of that, we need to build a collision system so we can collide objects between each other, and to be able to keep the player inside the game stage bounds. And those two things are exactly what we are going to do today. Let’s rock!
Let’s pick up right from we left things last time. We finally had our “ship” moving around and being able to shoot bullets, right?
That’s great, but now it’s the time to set up a way to load tiled levels and even more, we need at least one level to be able to test everything out!
We will fix that right away, but to do so we need to use a new tool to build our level.
Introducing Tiled editor
Tiled is a simple tilemap level editor. You can use its simple graphic interface to place tiles around, set up different objects and group them inside various layers. It’s really easy to use and you’ll get the hang of it in no time.
Download Tiled fro its website and fire it up. Select File -> new and create an orthogonal tiled level with 32×32 tile size and with a width of 100 tiles by a height of 15 tiles (this will fit the full height of our set up screen, because our vertical resolution is 480 = 15*32).