Reprisal game dev diary

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You’ve probably noticed that I’m making quite a few updates recently, this is because Reprisal is in it’s last few weeks of development and the momentum is flowing! This post is a little geeky, but in a nut shell its letting you all know that the cursor has been improved again!
As you can see from the above shot, each tile of the land has it’s own hit area. Before the most current update the engine was not taking into account the exact shape of the tiles and height of them. Hence you got this kind of ‘floating’ unattached cursor. Now with this new shape mapping in place you should fine the cursor is more snappy and attached to the mouse!
Once of the biggest problems was triggering events of the tile buttons after they had been drawn, as a rollover event gets lost. The solution was to use ‘hitTestPoint’ as the buttons were being drawn with the mouse to see if it was over the drawn tile button.
Hooray, this took a lot of head scratching, on paper it seemed easy, but late at night it was a tough one to crack!
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You’ve probably noticed that I’m making quite a few updates recently, this is because Reprisal is in it’s last few weeks of development and the momentum is flowing! This post is a little geeky, but in a nut shell its letting you all know that the cursor has been improved again!

As you can see from the above shot, each tile of the land has it’s own hit area. Before the most current update the engine was not taking into account the exact shape of the tiles and height of them. Hence you got this kind of ‘floating’ unattached cursor. Now with this new shape mapping in place you should fine the cursor is more snappy and attached to the mouse!

Snappy Mapping

Once of the biggest problems was triggering events of the tile buttons after they had been drawn, as a rollover event gets lost. The solution was to use ‘hitTestPoint’ as the buttons were being drawn with the mouse to see if it was over the drawn tile button.

Hooray, this took a lot of head scratching, on paper it seemed easy, but late at night it was a tough one to crack!

    • #reprisal game
    • #indie games
    • #game development
    • #flash
    • #isometric
    • #as3 buttons
    • #pixels
    • #game
    • #online
    • #rts
  • Wednesday April 18, 2012
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Tweaked again … Hero’s V3
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Tweaked again … Hero’s V3

    • #reprisal universe
    • #pixels
    • #characters
    • #game
    • #art
    • #flash
    • #retro
    • #16bit
    • #indie games
    • #indie
  • Thursday April 12, 2012
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Reprisal Beta account

Almost there!

Just released the first batch of public beta accounts for people to play with levels. The levels will be released each week and even each day. Idea of this is so players can provide feedback on specific levels to help test. I’ve decided to do it this way for a couple of reasons. Making the full set of levels was proving tough as the only feedback was me, so this way it helps spread the load and makes sense to crowd source testing. Get one while you can, limited space in this release!

Intro concept

    • #reprisal game
    • #beta
    • #launch
    • #accounts
    • #indie
    • #indie development
    • #game development
    • #rts
    • #pixels
    • #retro
    • #game
    • #online
    • #flash
  • Thursday March 29, 2012
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Work continues with an official full beta version just on the horizon …

    • #reprisal
    • #indie games
    • #game development
    • #pixels
    • #pixel art
    • #last 17
    • #design
    • #reprisal game
    • #code
    • #game
    • #rts
    • #game graphics
  • Thursday March 22, 2012
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New build just released! Has a total of six islands which consist of Challenge mode in which your aim is to collect a ‘Totem’ and Reprisal mode which requires you to take out any other tribes that may be on the island.

Play now here: http://www.reprisaluniverse.com/playreprisal/

    • #reprisal game
    • #indie games
    • #pixels
    • #last17
    • #game development
    • #game
    • #flash
    • #rts
    • #populous
    • #sprites
    • #design
    • #demo
    • #play
  • Saturday March 3, 2012
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Ah Syndicate …

ISOMETRIC GOODNESS. Spending far too much time playing this classic game that’s now been re-released. Even though we may play it now and there are moments of frustration, there’s a sense of nostalgic forgiveness for such a ground breaking game of its time.

Now re-released, you can get it from:
http://www.gog.com/en/gamecard/syndicate/

    • #syndicate
    • #game
    • #bullfrog
    • #isometric
    • #re-release
    • #retro
    • #pixels
  • Sunday January 22, 2012
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A Reprisal game dev interview and how a graphic design background has played a part in its development, has just been posted by the nice 8-bit Monster guys. Read full interview here: http://eightbitmonster.tumblr.com/#15865074378

    • #reprisal game
    • #indie games
    • #interview
    • #pixels
    • #last 17
    • #pixel art
    • #game
    • #rts
  • Tuesday January 17, 2012
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Cheeky Friday screen shot of ‘Reprisal’ …

    • #pixel
    • #game dev
    • #game
    • #flash
    • #pixel graphics
    • #as3
  • Friday July 8, 2011
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I didn’t think this would be possible after daydreaming in the garden today and wanting to give the game a bit more visual styling, but here it is! It works and run’s FAST. Dynamic blurring to give the overall game view port a ‘tilt-shift’ effect. Proper simple to achieve, just reference the same view port bitmap with a new object reference, blur it and wack on a dynamic mask! Hope to get a demo version of the engine up real soon :D

    • #as3
    • #isometric
    • #game
    • #dynamic blurring
    • #pixel
    • #16bit
  • Wednesday June 1, 2011
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So I broke my Jaw on one side and fractured it on the other, not a great thing to do. While getting used to the metal plate and eating through straws here’s a new screen shot taken from the current version. I’d managed to blitz through some land tiles which I’m quite liking.

    • #as3
    • #game
    • #progress
    • #screen shot
    • #isometric
    • #code
  • Tuesday May 31, 2011
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This is a game development diary of a RTS game based on Bullfrog's classic Populous.

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