I still enjoy making games and I was very interested in playing with Phaser. Here’s a simple game I threw together using phaser. The embedded demo is below. If you’d rather play the game in full browser window you can do so here. Enjoy!
Category Archives: Games
Platform Independent 2D Game Engine
I’ve finally done it!! My platform independent 2D game engine is finally here. I’ve tested this engine on Mac OSX, Ubuntu Linux, Windows, and here’s the really awesome part iPhone. That’s a pretty large scope. Now you can make one game and distribute on just about any platform that supports C/C++.
2D Game Engine Mac OSX/Linux
If you’ve read my earlier posts then you’ll know that I previously developed a 2D game called Space Challenge. While I developed all of the game code the engine I was using was mostly developed by Mike Daley of 71squared.com. For anyone who is interested in developing an iPhone game I would recommend you check out Mike’s site. I enjoyed what I learned from Mike but I really wanted an engine that would work on multiple platforms so that I could reach a larger audience.
So to get an engine that would suit my needs I decided to develop my own game engine using platform independent C++ code. This has been quite an under taking and my engine is not yet complete nor completely platform independent. However, I have finished a significant part of my engine and it works on both Mac OSX and Linux. Continue reading 2D Game Engine Mac OSX/Linux
WHAT’S IT ALL ABOUT?!
This is where the fun starts. Game development! This game is a 2D retro block smashing game. Yes, there are many like it but this one is mine. The game was developed for the iphone so it uses some of the neat little hardware gadgets that are included with the iphone. Like the accelerometer which I used to control the players ship or paddle if you prefer.
With this game you attempt to destroy all the blocks on the screen by hitting them with a ball that is bouncing around the screen. The game includes a small physics engine to give the ball and ship a more realistic feel. When the ball collides with something it will react based on real world physics calculations. This mean the ball has mass which is obviously simulated and when it hits something of greater mass, which is everything else in the game, I know I designed it that way, it will react appropriately by bouncing off in the appropriate direction and with the appropriate velocity. Continue reading Space Challenge