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Seguramente si exploras un poco las entradas anteriores de este blog encontrarás como temática mi primer videojuego publicado en Android, por esos tiempos me encontraba cursando la materia Programación de Videojuegos III en la Tecnicatura en Diseño y Programación de Videojuegos de la UNL. En aquel entonces había descubierto el motor HaxeFlixel el cual era la adaptación o port del motor de desarrollo de videojuegos denominado Flixel para el lenguaje Haxe. También incorporé el motor de física Nape en reemplazo de Box2D. Me era muy interesante el desarrollo con este motor porque era el primero que utilizaba que tenía la capacidad de exportar para múltiples plataformas (sin tener en cuenta Unity que fue el primer motor que conocí): PC, Linux, MacOS, iOS, Android y Web. |
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Además de una computadora, utilicé herramientas de software como Piskel para crear y editar los spritesheets y los tilesets, creé los escenarios con la aplicación Tiled y los exportaba en formato de valores separados por comas para manipularlos desde el motor. Empleé sonidos free que edité con Audacity y, desde luego un editor de código, en aquel entonces utilizaba Sublime Text 3. Una vez logradas las mecánicas deseadas para la concreción del juego realicé la publicación de una versión DEMO en Play Store, esa versión era la entrega para la mesa de examen de la materia que les mencioné. Esa versión incluía únicamente 10 niveles de dificultado o, escenarios, el cual era bajo tierra. |
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Luego, en implementaciones finales del juego, se realizó la incorporación de publicidades mediante AdMob, escenarios en la playa con otro ambiente de juego y ampliación de los niveles de 10 a 40, desde luego con los correspondientes retoques y correcciones. La cuestión es que el juego resultó exitoso desde el aspecto técnico y formativo para la universidad, dado que la programación fue muy bien valorada por el equipo docente. El problema fue la realidad del desarrollador indie, siempre fue muy dificil conseguir instalaciones y jugadores genuinios, muchas instalaciones vinieron por personas que son las que te rodean o que la rodean a ésta, también porque había personas que sabían que era tu primera publicación y querían saber que tal era, pero la amplia mayoría no son jugadores genuinos por ende, aspectos como la retención de usuarios resultó complicada. |
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Al día de la fecha el juego ya no se encuentra publicado en versión mobile, solo queda la versión demostrativa en el sitio de Kongregate y de Itch.io dado que el mismo requirió de actualizaciones de API para permanecer en la tienda de aplicaciones Google Play y por falta de jugadores se decidió discontinuarlo. Y TopoBall tuvo lo suyo, en próximas publicaciones les compartiré capturas de código para quién le parezca interesante indagar. Ahora, los despido con un vídeo del juego para quién no lo pueda jugar o no lo ha jugado y nos encontramos durante el fin de semana para abordar las memorias de desarrollo de Schyzophrenic Bridge, otro juego mobile que he publicado. |
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Tuesday, December 12, 2023
Retomando... Memorias de qué pasó con Topoball???
Enlace El Peluca Milei desde Itch.io
Estimados!! les comparto el enlace para jugar al juego del peluca desde un navegador web:
Que lo disfruten!!
Wednesday, December 6, 2023
A la brevedad vuelvo con el diario de desarrollo
Estimados! a la brevedad retomaré los temas pendientes de este blog y les comentaré acerca de los videojuegos que estuve desarrollando este tiempo y, desde luego cerrar la memoria de desarrollo de TopoBall.
Nos comenzamos a leer la semana entrante!
Mientras tanto, les dejo un enlace a mi último juego que ha sido publicado tanto en Play Store como en Itch.io: El Peluca Milei en Afuera Ñoquis
También les dejo algunas capturas del juego:
Tuesday, February 7, 2017
Milkö Games tiene sitio
Milkö Games lanza su sitio en http://www.milkogames.xyz, el mismo informa acerca de las intenciones como desarrollador y publica los presskit de TopoBall y próximos juegos en carpeta en idioma español.
Este blog para los lectores de lengua inglesa se mantendrá algún tiempo más pero de todos modos comiena la migración hacia el sitio institucional.
Saludos a todos y aprovechen a descargar TopoBall desde la Play Store de Google.
Download link of TopoBall/Enlace de descarga a TopoBall:
Friday, February 3, 2017
Finally TopoBall has been Published
Well, the game has been published without ads and for free, it has 10 levels to which I will be adding new ones every seven days. I hope it will please you and please share and comment.
Screenshots:
Link to the game on Google Play:
Link to the game in Kongregate:
Link to the game in Itch.io:
Sunday, January 29, 2017
At this moment ... uploading the beta version
En este momento estoy cargando la versión Beta y ya definitiva de las versiones del juego para la DEMO. Desarrollaré algunos niveles más (por lo menos unos 20) para la versión final o de producción para Google Play.
Debido a que no logré ser aceptado por AdMob el juego Demo será publicado gratuitamente y la versión final que tendrá por lo menos 25 niveles se pondrá a la venta en la store. La intención era que sea gratuito pero tengo que cubrir algunos gastos xD
From here on, those activities are what I'm going to dedicate to the game but I do not rule out attempts to get monetization with LeadBolt (that way I get the game for free).
Thank you very much and happy beta test!
Debido a que no logré ser aceptado por AdMob el juego Demo será publicado gratuitamente y la versión final que tendrá por lo menos 25 niveles se pondrá a la venta en la store. La intención era que sea gratuito pero tengo que cubrir algunos gastos xD
From here on, those activities are what I'm going to dedicate to the game but I do not rule out attempts to get monetization with LeadBolt (that way I get the game for free).
Thank you very much and happy beta test!
Thursday, January 26, 2017
Posted last alpha in Play Store
Already to test the latest Alpha version of the video game, this time the graduation of difficulty was performed as demanded several testers, some play scenarios have been eliminated and a more appropriate scenario was made for the game tutorial.
Message to the testers: For the doubts, to observe all the "novelties" of the game enter Options from the main menu and request to reset the data, consequently will eliminate the progress in the game (well, it matters if total several of those Levels are not definitive and not even the version that have installed on their devices will be the final).
All final comments about the game and their respective corrections will be posted in a new blog entry. If you have videos of gameplay, screenshots and others to collaborate with the publications is appreciated.
Finally, AdSense turned off my account, which I wish to be active in order to use AdMob for the publisher version of the Play Store. Apart from the fact that it is a final game, this game is also an idea that I have since the summer of 2014 and was a great opportunity to develop it, the intention is that this game is free with non-invasive advertising. The same is intended to show interstitially in the end-of-game scene for a single time.
That's it for today and happy gameplays!
Message to the testers: For the doubts, to observe all the "novelties" of the game enter Options from the main menu and request to reset the data, consequently will eliminate the progress in the game (well, it matters if total several of those Levels are not definitive and not even the version that have installed on their devices will be the final).
All final comments about the game and their respective corrections will be posted in a new blog entry. If you have videos of gameplay, screenshots and others to collaborate with the publications is appreciated.
Finally, AdSense turned off my account, which I wish to be active in order to use AdMob for the publisher version of the Play Store. Apart from the fact that it is a final game, this game is also an idea that I have since the summer of 2014 and was a great opportunity to develop it, the intention is that this game is free with non-invasive advertising. The same is intended to show interstitially in the end-of-game scene for a single time.
That's it for today and happy gameplays!
Wednesday, January 25, 2017
Posterior corrections
At this moment, I finish performing the second phase of corrections and implementations in TopoBall. Now there is an explanatory scene of the game to be more entertaining to the state of play. Also the amount of FPS in the half (30 to be exact) was reduced for both the status update and the on-screen drawing.
It is possible to access the tutorial scene eliminating the stored data of the game since the idea was very simple, if there is no advance of levels will mean that it has not played.
Now I hope they update the game on the phones of my testers to see if they notice the difference in performance (which is what most concerns me), to my understanding performance ensures the permanence of active players (obvious, to be entertained as well) .
In short, it's time to upload Version Code 5 to Google Play and expect updates.
It is possible to access the tutorial scene eliminating the stored data of the game since the idea was very simple, if there is no advance of levels will mean that it has not played.
Now I hope they update the game on the phones of my testers to see if they notice the difference in performance (which is what most concerns me), to my understanding performance ensures the permanence of active players (obvious, to be entertained as well) .
In short, it's time to upload Version Code 5 to Google Play and expect updates.
Tuesday, January 24, 2017
First Corrections
Well, according to what the testers indicated, the process of updating and correcting the game began. These corrections are listed below:
- Reduction of physical elements (optimization for less powerful phones), practically removed 6 elements involved in the physical engine, small processors will appreciate it.
- HaxeFlixel preloader suppression.
- When you left the game with the BACK button on the cell phone the soft broke and showed the classic message to give the user the opportunity to report the fault.
- End of Game Button with black letters. To continue with the same style.
- Shorter transition. It was boring to see passing by boat to the mole between level and level.
- Wake Lock active on Gameplay screen. Some players turned off the screen for not pressing it. Now that problem was solved in the game scene (the most important).
Now version 4 of TopoBall Alpha has been released on Google Play.
Walking the Beta
Well, with all the observations made by testers today the software correction stage begins. It was detected situations that are complicated to solve by using HaxeFlixel directly such as attending the event of an incoming call and others related to the Nape physics engine.
Many problems had to be overcome to reach the Alpha version, a very particular problem (and of great limitation) occurs when physical bodies do not accompany the camera tour, a great frustration. Time to correct it? No, unfortunately the weather tightens but for Schyzophrnic Bridge it is very important that you try to correct that problem of class FlxNapeTilemap.
Consequently, I do not think it appropriate to use Nape through Flixel add-ons. They have limitations, at some point in the development of the game you find yourself in complex situations to solve.
But well, so far I have a couple of fixes or corrections on the game, I'm going to hurry to make the corrections required by the testers (some, not all, and I will justify) to present a well polished Beta version.
Thank you very much to all!
Many problems had to be overcome to reach the Alpha version, a very particular problem (and of great limitation) occurs when physical bodies do not accompany the camera tour, a great frustration. Time to correct it? No, unfortunately the weather tightens but for Schyzophrnic Bridge it is very important that you try to correct that problem of class FlxNapeTilemap.
Consequently, I do not think it appropriate to use Nape through Flixel add-ons. They have limitations, at some point in the development of the game you find yourself in complex situations to solve.
But well, so far I have a couple of fixes or corrections on the game, I'm going to hurry to make the corrections required by the testers (some, not all, and I will justify) to present a well polished Beta version.
Thank you very much to all!
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