Showing posts with label Interfaces. Show all posts
Showing posts with label Interfaces. Show all posts

Thursday, September 29, 2011

Working on activity selection and other interfaces

My Livestream is now Over.

I've managed to figure out the bug as to why my activity buttons were not accessible. It had to do with a layer issue with an invisible object covering the buttons. Go figure. I'm going to have to reorganize how I'm passing arguments between my click events as its getting to be a pain to manage. I'll most likely figure this out outside of a stream as I imagine it's boring as hell to watch me figure out.

In other news, I've speced out my cow girl weight and figure system that will use a slight modification of my old weight system from my previous game. It will deal with a calorie system that calculates how many calories a character consumes/burns in a day and would modify them at the start of the following day. So that will be interesting to see in action.

I will most likely not be streaming until next week Thursday or Friday but I'll keep updates coming if I find time on the side.

Friday, September 2, 2011

Building Interfaces 2

I've been working intensely on figuring out the interfaces for the game. I've gotten to the point where I can go from the main menu through to the character creation, the cow selection, and prologue info all the way to the farm screen. Mind you that most of those are place holders at the moment, but they are all set to go with the addition of some actual content.
The majority of the time I've spent on getting the farm screen and interface going. I've gotten the basic layout set up, but need to get the functionality in. So far drag and drop icons are all working and fitting into the correct slots. The current issue is building the back end that reads and writes information based on those icons positions. Almost done with that but its still a bit of a head ache.
After this is working I'll add a few activities and see if I can get cows to actually perform them using the drag and drop interface. After that is items and stores and maybe alpha testing. Maybe.

In-case you haven't tired of my code talk, I've also hacked together a quick c++ console program that stitches multiple xml files into a single xml. This way I can create folder hierarchies with grouped sets of events so I don't waste time searching one giant list of events for any particular thing. This should help a ton as I'm expecting to write hundreds of independent xml objects. This should also help when people are creating their own events as they can work in files separate from the core xml.

Things are looking good, but another weekend of full time work is going to drain me, so hopefully I'll find the time (and energy) to get some more coding in.

Also check out the other people's games I've listed on the side here, as many of them are updating like mad.

Sunday, August 28, 2011

Building Interfaces

Hey peoples, I've been pretty busy with a part time job this weekend, but I wanted to share with the progress I've made thus far. Much of the back end is done especially the text parser and the event system I've implemented. The other parts will be implemented as their needs arise.

The focus these past few days has been creating the interfaces in which the game will be played in. Essentially, these are the screens in which all the action will happen in. I'm not quite sure if I'm using the most efficient setup, but I have movieclip objects for each of those possible screens which a manager will actively toggle and switch between depending on the needs of a particular event. Since I'm using Flash Builder 4.5 to develop this game, I'm now able to import graphics and objects I make directly into the project. This is great as the Debugger can recognize these and actually provide useful information instead of just telling me I borked it. Soon I'll have a small portion of the game flow working, such as player creation and limited options for cow girl activities. Will probably quite a few weeks more before I being asking for alpha testers to get in on this.

As far as the idea front, I'm drawing blanks. Just been so busy with other stuff that all I can do is aim for getting this game working. There have been some more good ideas discussed in the forums and I'll be digging through some of those when I get my head a bit more clear.