Skip to main content

#OGAM Invasion-month 1

OGAM... One Game A Month...January 2015
I had planned to re-use some existing assets but I ended up following a tutorial for Space Invaders, chiefly because I needed to understand how the Corona SDK composer API works, and this tutorial was one of the few recent tutorials covering that... partly because the theme for January's OGAM was 'resolution', and I thought a nice low resolution 8 bit style game was appropriate.


The composer API is the Corona scene manager, which creates a scene object which listens for certain events...and I'm still not entirely happy how it all hangs together. 
Luckily the composer API is the topic of the last couple of CoronaGeek Hangouts have been discussing composer.



Popular posts from this blog

live

Spine again - animating game assets

Laura Tallarday gave a neat demo of how to build an animation in Spine on the CoronaGeek Hangout, so I had a bash at chopping up an image and animating it.
The plan is to add some more sophisticated animations to the new game "Duck sized horse".. but as was discussed in the show adding a whole bunch of spine animated objects might hammer a mobile device... and as the aim is to have 100 tiny duck sized horses, I'd best choose another approach for them.

anyway here's a swaying viking...




Using Corona SDK

Corona Architecture Overview
Diagram showing the Corona SDK architecture -source Walter Lua - CEO Corona The development process. I built the game "Ninja Dinosaurs vs Pirate Robots" in a series of 4 development sprints. I used a familiar game format, the "Infinite Runner" to guide the overall structure, and built the game using the Agile development methodology and Simplicity principle: "simplicity: write the simplest code to do the job, do not provide hooks in your code for ‘future needs" - this prevents scope creep. Studies by Jones (2009) have shown that Agile is most effective with small teams. Agile focuses on swift iterative cycles creating instances of working code, which are constantly reviewed and guided by the end users rather than a rigid commitment to a fixed system architecture. It values working code over heavy documentation, as might be encountered in a more traditional waterfall development approach.
Game Summary. Whilst the game is an inf…