menus and testing

While I’ve been grinding and grinding on movement development, I wired up some neat menus for testing.

Super neat.

With a fast level selector, I should be able to test movement in more and varied environments quite a bit quicker. I thought I could figure this out on a test level or two, but that's just not the case. As it turns out, movement is really, really hard to get right.

I have some ideas for how I can make this into something that’s not blander than wheat-bran, but it needs testing. Lots and lots of testing.

if it looks like a duck

Just a weekly progress update. This is the first time this app has ever looked like a game. Landing on top of coins isn’t exactly intentional, and the physics need tweaking, and every curved surface is just a rectangular block you run into…

But progress is progress.

Hot new features:

  • Jumping
  • Not exploding into space when attempting to move
  • A reset button

Dare I say GOTY 2017?

start of a journey

Games are built in stages.

For me, the stages are like watching a belligerent duck stagger drunkenly across a gravel road.

This may look like a dumpster fire, but I’d consider it more of a controlled burn. It went something like this:

  1. Apply force for movement. The player doesn’t move, so jack up the power by a factor of 10,000.
  2. The player collides with the sign right in front of it and rockets into space. That’s pretty close but not exactly what I was looking for, so reduce the force and make the decoration layer non-collidable.
  3. Crushed it. Commit. Push. Call it a night.

Aside from this obviously-flawless movement on iOS, there’s a lot of stuff going on here beneath the eye.


Every layer renders objects or a tileset, built with Tiled. The whole level is a json export, so making levels is purely a creation effort with no manual coding.


Enemies and tiles can have behaviors defined in the editor that I continue to make more complex. For example:

 delay 0.5 fly up 1 down 1

The more enemies and objects are driven by data, the easier it is to build and craft levels. The goal is to build the engine and get the frack out of the way of level design.


Almost all iOS games where you move in two-dimensions have TERRIBLE control schemes unless you bust out a $50 MFi controller and the game happens to support it.

So what’s next now that you’ve mastered all aspects of platformers?

Oh gosh! Thanks for the compliment. Well, I think the camera should probably follow the player. That seems kind of important. Thanks for reading and STAY TUNED FOR MORE UPDATES!