This is a development log for yet unnamed platformer.
This will also become a repository for other projects and related works.

12.23.2022- Platformer

Work on the Basic Platformer has been successful; and you can check it out HERE
I created the basic layout and determined the best way to stack the tiles.
Also - applied some camera tricks.
It may develop into a larger project, but for now, the functional framework is in the hopper.
As with Bone collector, I made the tilesets and code available.
The Framework that I've been using for my projects also should get some article/tutorial in the future

Another piece of art was also posted. There is alot more that I would have liked to have done with it--
However, I may use this peice and contunte to develop it further with code as a Media+ item.

11.23.2022- Platformer

After working on Bone Collector, I decided that for my next Phaser project that I would creat a Devlog.
This will keep me on track for the changes I make, the items I develop and provide a sequential map of my progress.
For the next project, I'd like to develop the framework to build a basic platformer.
After the basics are worked out, I'll begin to develop some art to create the experience.

I started this project out as I normally do- sketching a basic asset and then expanding upon it.
This asset was Player9.
I created the sketch, the idle and a running anim suitable for a side-scrolling profile.
Will still need to develop a number of animations for this project, including
Jump anim
Climbing anim

With any project, I tend to keep a txt doc (more recently OneNote) to track the things to do.
Very much so with the animations and assets for this project.
There are a lot of them.. It will take some time to work out the art.

Also developing the framework in Phaser. More to come on that.
As with Bone Collector, the format will be in object orientation
This project will (as it should) be more robust and complicated than the last.
Always pushing to the next level.

11.22.2022 - Random Pattern Generator

A while back I was trying to teach myself and understand the basics of cellular autonoma and random generation for use in my art and potentially games.

While I am still learning how this all works, in my research late one night I stumbled upon an interesting project

The project was for a university entry-level programming course that a professor posted some years ago as an extra credit assignment for his students.

It involved utilizing HTML Canvas to generate 1-bit random patterns, akin to what you might see in a QR code.
I realized the potential of this program as a level-generator of sorts, but since there were scaling options as well--
I could also see it being used also as a texture tool, among other things.

Some simple modifications of the program would allow for colors to be added instead of the basic two-tone.

While it was not a “step-by-step” or “how-to” style video, I followed along and was able to reverse engineer the project, which I will post here.

I will also include the source code and files so you may compile your own.