Game Development

Blue Tengu’s Live Game Development Show – Season 2, Episode 18

In this episode of Blue Tengu’s Game Development Show, we finally get started on the game’s map by creating the hexagonal ground tiles we’ll eventually use to fill out the level and lay them down for testing. The information from Red Blob Games, mentioned earlier in the week, helped us get started on thinking about […]

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Blue Tengu Pixel Animation

Entering the Bug-Free Zone

We’ve reached a bit of a milestone this week with Project Skyring – we actually squashed our last known bug. Although this state won’t last for long, it touched off a little celebrating because we are about to dive into a completely new, and potentially challenging stage of the game’s project development: changing the hand-placed

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Blue Tengu YouTube Title Card - S2E17

Blue Tengu’s Live Game Development Show – Season 2, Episode 17

After surviving Friday the 13th, we finish off the ground enemy AI by getting them to move around and attack the player whenever the player gets too close or makes too much noise. We also put a limit on the range for the boomerang setting off the ground enemy charge, so we’re in a good

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Blue Tengu YouTube Title Card - S2E16

Blue Tengu’s Live Game Development Show – Season 2, Episode 16

Eric fights through the pain (of a cold, allergies, or a T-virus infection, one or all of the above) and daylight savings time to deliver this week’s episode, where we give the boomerang a kick by making it destroy any enemies caught in the circle it leaves as it zips through the air. We also

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Blue Tengu YouTube Title Card - S2E15

Blue Tengu’s Live Game Development Show – Season 2, Episode 15

It’s Halloween, so we throw on some strange ears, and in episode 15 of the Game Development Show’s Second Season, we get our feet back down on the ground and start working on the game’s boomerang mechanic by letting the player release and control the weapon. Tasks Worked on This Episode: Control Transfers from the

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Blue Tengu Pixel Animation

The Truth about Booleans

Last week, we went over program logic a bit during the live show, but the limited time we had wasn’t going to be much help clearing up the issue, so here’s a proper follow-up. (We also went over classes and objects before that, so if you’re interested, check it out) This introduction to logic is

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Blue Tengu YouTube Title Card - S2E14

Blue Tengu’s Live Game Development Show – Season 2, Episode 14

In episode 14 of the Game Development Show’s Second Season, we get enemies to start merging into larger and clusters. We start by ensuring enemies tend to drift together by making them seek each other out, then we handle the collision event and transfer enemies from one core to another, though we do leave the

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A Classy Lesson on Objects

We talked about classes, objects, and instances in last week’s episode, but we thought it might be good to try a different analogy in case it helps the concept sink in for any budding programmers. Unfortunately, GameMaker with GameMaker Language, the tool we use to make games, uses a terminology that differs from that of

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Blue Tengu’s Live Game Development Show – Season 2, Episode 13

In this episode, lucky #13, we build a charge across the networked tendrils linking enemies so that if the player tries to cut them at the wrong time, they take damage. We start by making the enemy core controlling all of the units send a charge signal down through the enemies, and then the enemies

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Blue Tengu YouTube Title Card - S2E12

Blue Tengu’s Live Game Development Show – Season 2, Episode 12

In this episode, we give the player a way to cut the connections between enemies, and then force the enemies to go their own way with their new AI controllers after being cut off from their origins. Although we do manage to get both tasks done relatively quickly, a few debugging issues take some time

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