Monte's Corner

Protected: Fuzion Mobile Test

by Mike - November 21st, 2011

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A tad late.

by Mike - August 31st, 2010

Looks like I’m going to be late on my milestone. I don’t really have a good excuse, so instead of trying to make one up, I’ll use that energy to continue forth on my game.


by Mike - July 16th, 2010

Well, I got basic physics working the way I want it to. I used and modified Kevin Glass‘s Slick2d/PHYS2D Platform Example. The only problem with his example was that it was not using Tiled to build the tile maps, and I had decided that Tiled is going to be the way I make the environment in my game.So I had to integrate Tiled support. Basically I replace Mr. Glass’s map loading functions with the ones built in Slick2D for loading Tiled tile maps. Works very nicely too.

All the platforms are in their own layer, aptly named “platform” and by using the properties of tiles I can tell the game what kind of physics shape to associate to that particular tile.

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by Mike - July 6th, 2010

After a suggestion from a friend of mine, I’ve made a milestone deadline for myself. By August 31, I plan to have a demo showcasing environment collision, movement impedance, and other things. Basically all the ways the environment may affect your movement will be implemented. This will not only include a demo for everyone to see, but also a steady framework with which I can use in the implementation of the game. Once that is done, I can move on to other things.

I haven’t really decided what I will focus on next after the movement stuff. I think after that I’ll put together some basic enemy encounters with some fighting here and there.

I’m also not sure if that milestone is doable, I will just try the best I can to make it.

Until then, I am stuck implementing movement, and I’m enjoying every minute of it.


by Mike - June 7th, 2010

My previous post I had fleshed out some rudimentary collision to test Tiled’s ability to put properties on different tiles. Since then I’ve fleshed out a little more advanced collision. As you can see in the video below the test game is very basic, but is does show off my awesome artistic ability. Because this game will be tiled based this basic collision detection seems to work well. I basically check eight points around my stickfigure guy every time I move, and if the next move will put that point within a block, don’t move. I like it, but I know I will need to refine the process more. I think next I will try and tackle slopes.

Enjoy the awesome visuals.

Got rid of the video, had an annoying audio track in it that sound like a slow heartbeat.

Slick2D and Tile Map Editor

by Mike - June 1st, 2010

I put together a test game today just to get a feel for Slick2D, unintentionally I also got a feel for Tiled(Tile Map Editor)(Thanks Thorbjørn) . I was already planning on using Tiled for building my levels, however today my aim was only to get my little stick figure guy to jump on a platform, move around, and fall. Somewhere in the middle I realized I would need to come up with some quick little collision detection to make that all work.

Good programmers are lazy, lazy in the way that makes them look for a pre-made solution to a problem. As long as this solution is fast and efficient, or will work quickly for what they want to do.*

Now I consider myself a decent programmer, but I try  to reach for higher standards when I can. So before I decided to implement a bunch of collision detection functions, I figure I would check to see if Slick2D had some library for doing it already. Come to find out that it sorta does, at least it makes my job much easier as long as I am using Tiled, which I was planning on using anyway. Turns out that, among other things, one of the nifty thing you can do is set properties on specific tiles in Tiled, and these properties can be easily read by a library provided by slick2D. That’s what I like to see, cooperation between software developers and different projects. So basically I check to see what tile my stick figure guy is moving to, and if it has that certain property, don’t go there. Granted I still have to write code to check for that tile on all sides of my bounding box, but for me it eliminates having to do all that work of building a tool to generate that level. This was one of the things that slowed me down when I initially started to build a game from scratch. That was awhile ago, and now it seems there are better tools out to help the beginners out. Time to get coding.

*Good programmers are also lazy in the way that they will take some time to code something if it will make their life easier down the road.

Blog Neglect

by Mike - May 28th, 2010

I’ve been neglecting my personal piece of the web for too long. I need to stop forgetting about it. I have a game that is in the design stages(not Mr. Round). I want it to have the same feel as Metroid. It is in the very early design stages now, but I plan to post here as the development continues.

Real First Post

by Mike - March 18th, 2009

I’m not sure what I will be doing with this blog. Hopefully updating it once I have some free time to work on my projects. Until then who knows.