Development Progress Update, Week 3

Summary

Game prototype is 67% complete!

I finally received verification on my code-signing certificate. While I was able to successfully sign an .exe file using the cert, I’m still getting a SmartScreen warning when running the file.

Further research suggests that I might need an Extended Verification (EV) code signing certificate (which isn’t available from my Certificate Authority (CA)), and/or publish the application on the Windows App Store.

I’ve received assurances from my CA that the certificate I purchased from them should work fine, and that the problem was with my Certificate Signing Request (CSR). Having rekeyed the request at least twice already, I feel sure that I’ve done everything correctly.

The only anomaly at this point is that Publisher is being displayed as the entire Subject string (i.e. state, city, country, organization etc.) rather than just the common name, “V-Toad Games.”

This is a big enough issue to warrant my full attention as a SmartScreen warning could deter potential players from running my games.

Development Progress Update, Week 2

Summary

Game prototype is 65% complete!

I lost a couple of work days due to illness…

I managed to get combination actions working (i.e. Jump+Down to drop down from a one-way platform). I may extend this later to allow look-down (using just the down key) to shift the camera a bit further once I learn how to use the view functions.

With the help of YYG Support, I was able to get the HTML5 module working, more on that later, and look for an update to my previous post.

I coded a virtual D-Pad for use on touch-screen devices, and while it works perfectly, I would need to adjust the resolution for it work on mobile devices.

On the business side, I’ve gotten together the required documentation needed to setup my Code Signing Certificate request submitted, and am awaiting verification.

What I’ve Completed This Week

Coding

  • Wrapped up player movement (combination keys to jump down)
  • Got HTML5 Module working
  • Got Virtual D-Pad (touch screen support) for mobile devices working
  • Got the trap mechanic started, but needs more thought with regard to implementation

Assets

  • N/A

Miscellaneous

  • Setup an account on GameJolt (allows me to publish and sell games both in .EXE and HTML5, hosted on their site)
  • Received an update on my Code Signing Certificate and provided additional documentation
  • Upgraded GMS to v1.9.525

 

What I’m Working on Next Week

Coding

  • Complete trap placement mechanic
    • Spawn cursor corners, spaced to fit any size trap object
    • Spawn/placement sound effects
    • Placement coding with checks to verify place is empty (no stacking/placement inside walls etc.)
  • Begin work on enemy AI

Assets

  • Background textures artwork
  • Scenery/flavor object artwork
  • Continue work on BGM 2, 3 and 4
  • Other SFX as needed

Miscellaneous

  • Follow up on Code Signing Certificate
  • Digitally sign an .EXE file and test it

Development Progress Update, Week 1

Summary

Game prototype is 60% complete!

I’ve begun coding the basic features of game, starting player control. This is the most important piece as the majority of the time spent in-game will be centered on movement and exploration.

I’ve coded it to utilize both Keyboard and Gamepad support (should I elect to port this to Xbox Live, PlayStation 3 & 4). The next piece will be getting the trap mechanic working, followed by Enemy AI (which are my goals for next week).

What I’ve Completed This Week

Coding

  • Basic platform physics (gravity, collision, one-way platforms)
  • Player movement: left-right, variable jump height, drop-down*
    • Keyboard support (WASD, [space])
    • Gamepad support (analog stick and d-pad) – Tested on a Logitech F310
  • Sound Engine:
    • Walking sound effects play and change based on surfaces
    • Landing sound effects play and change based on surfaces hit
    • Sound effects use random variable pitch to break up monotony
  • Basic inventory array
    • Keeps track of what spells you have
    • Allows you to toggle betwen spells

Assets

  • Sound effects and music:
    • Jumping
    • Landing on normal surfaces
    • Landing on wet surfaces
    • Walking on normal surfaces
    • Walking on wet surfaces
    • Collecting currency
    • Collecting resources
    • Collecting spells/secrets
    • Collecting bonus items
    • Detriments
    • Lob
    • Two kinds of projectiles
    • Damage
    • Title screen BGM (Background Music)
    • First level BGM
  • Player sprite animations:
    • movement (left,right)
    • Idle
    • Jumping
    • Falling
  • Resource sprite animations:
    • Arcanum (currency)
    • Iron Nodule (resource)

Miscellaneous

  • Converted all .WAV and .MP3 files to .OGG (faster and smaller)
  • Registered the DBA (fictitious name) of my business with the state
  • Send an inquiry to the SSL provider to request a Code-Signing Certificate (required the business to be registered)
  • Updated the vtoadgames.com website to use SSL
  • Acquired GMS Professional (v1.4)  and the HMTL5 Module**

*I’d like to modify this to use a combination of the Jump button and down, but haven’t gotten that working yet

**It doesn’t work out of the box, and I have no idea what I have to do differently to ensure that my games will work when ported to HTML5. Submitted a support request 5 days ago, awaiting feedback.

What I’m Working on Next Week

Coding

  • Wrap up player movement (combination keys to jump down)
  • Complete trap placement mechanic
    • Movement of the trap ahead of the player
    • Spawn cursor corners, spaced to fit any size trap object
    • Spawn/placement sound effects
    • Placement coding with checks to verify place is empty (no stacking/placement inside walls etc.)
  • Begin work on enemy AI

Assets

  • Background textures artwork
  • Scenery/flavor object artwork
  • Continue work on BGM 2, 3 and 4
  • Other SFX as needed

Miscellaneous

  • Follow up on Code Signing Certificate
  • Follow up on HTML5 export module issues