Super Cute Alien - A cute platformer, inspired on BattleBlock Theater, Super Meat Boy and others!

  • Aaaaaaaand finished some sort of demo. Anyone interested, just whistle and I'll be sending a copy!

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    I've been asked on now to make these fancy buttons. Most of it comes from the great 9 slice tutorial from here: But I extended it a bit to support fancy labels. And that's the trick. Here's the steps I took.

    Somewhere in your class:
    var btn_versus:FlxUITypedButton<FlxSprite>;

    In your create();

    var _slice:Array<Int> = [10, 10, 40, 40];
    		var _sliceArray:Array<Array<Int>> = [_slice, _slice, _slice]; // all 3 buttons have same slicing
    		var _graphic_sheet:String = "assets/img/ui/9slice/sheet_button.png";
    		buttonsWidth = 170;
    		var buttonsHeight:Int = 50;
    		var labelHeight:Int = 35;
    btn_versus = new FlxUITypedButton(0, 0,YOUR_FANCY_FUNCTION_HERE);
    		btn_versus.loadGraphicSlice9([_graphic_sheet], buttonsWidth, buttonsHeight, _sliceArray, FlxUI9SliceSprite.TILE_NONE, -1, false, 49, 49);	
    		btn_versus.label = createLabel();
    		cast(btn_versus.label,FlxBitmapText).text = "Versus";

    Here's the sprite I created:
    alt text

    Now, on the label. I used a custom bitmap font, with effects already on the letters. You need this kick ass site to generate your font: -- nothing complicated, just pick Preset: Basic and export as it comes by default (XML .fnt)

    Grab the exported files and put them in your assets folder.

    If you noticed, I used createLabel(), here's the function (feel free to tweak it as you wish ie scale):

    private function createLabel():FlxBitmapText
    	var textBytes = Assets.getText("assets/font/font.fnt");
    	var XMLData = Xml.parse(textBytes);
    	var fontAngelCode:FlxBitmapFont = FlxBitmapFont.fromAngelCode("assets/font/font.png", XMLData);
    	var fancy_text:FlxBitmapText = new FlxBitmapText(fontAngelCode);
    	fancy_text.text = "change_me";
    	fancy_text.blend = BlendMode.MULTIPLY;
    	fancy_text.alignment = FlxTextAlign.CENTER;
    	fancy_text.multiLine = true;
    	fancy_text.wordWrap = false;
    	fancy_text.scale.set(0.5, 0.5);
    	fancy_text.antialiasing = true;
    	fancy_text.autoSize = true;
    	return fancy_text;

    Now, the labels won't be centered. That's a bit tricky since is now a label of a button, and the latest will control its position. We need to offset it automagically, like this:

    btn_versus.label.offset.x -= (buttonsWidth - cast(btn_versus.label, FlxBitmapText).width) / 2;
    btn_versus.label.offset.y -= (buttonsHeight - cast(btn_versus.label, FlxBitmapText).height ) / 2;

    Well, off I go. Hope that comes useful for someone else!

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  • @Claudio-Ficara hello I've been following your development of this game for months I've learned so many great tricks and tips from optimization to the cool Dropbox text loader to now really nice flx Bitmap text. I'd love a copy of the game if that's still available. Also the Continued updates of this dev log is really helpful to so many devs as well as myself and I really appreciate it.

  • @PXshadow Hey mate, thanks for following the project and I'm super glad I helped someone with these tips and such.
    I do recognize that I should be writting more about some concepts, ideas and implementations, specially because the HaxeFlixel/OpenFL/Spine/Tiled combo is quite powerful, and there are some libraries, (ie Spine) that could use some explaining.

    As a related Dropbox text loader / copy of the game, I implemented this other thing yesterday, looks like this:

    alt text

    Basically, is a very simple activator online, that will fetch from a server what copy should and shouldn't be playable. Also, there are two methods of activating it, as a developer or beta tester.

    I do understand that is not a perfect solution and could be easily cracked, but it would stop most of the people without that knowledge.

    While the final version of the game won't have DRM (perhaps a default common one handled by the distribution platform) this whole thing is important for a few reasons: 1- Kill switch for versions that got leaked. 2- Kill switch for versions that are waaay too old. 3- Developer mode can be easily set for any person I wish.

    But in short: yeah, I'm gonna wrap this up and prepare a copy!

  • This post is deleted!

  • Moar GFX progress!

    alt text

    PS: Preparing a playable copy soon. Is just that this thing took priority.

  • Aaaaaaaaand currently improving things here and there. Here's some tests for the night glows. Not sure if looks exactly accurate...

    Night glows test

  • Well, here's to celebrate 7000 views!

    Been working on this non-stop to polish it the best I can. Here's some images of the upcoming changes! The rest of the changes are boring:

    alt text

    alt text

    Also, been tweaking the gore aspects a lot. Ragdoll is now supported for single player and there's decal support :)

    alt text

    More soon, of course. Ktnxbai!

  • I'm starting to collect emails to send a preview copy. It only contains 2 game modes, so far, but once things get in better shape, beta testers will be able to access to the full content.

    Anywho, here's the GOOGLE FORM TO ACCESS BETA

    Link to download will be sent once a bunch of emails are collected. Thanks for participating and enjoy!

  • EDIT: Yay, flamethrower!

    alt text

    oshi- Windows 10 users are currently experiencing crashes. This is now fixed. Expect a patch soon arriving in your emails.

    Now, as far as dev goes, we are between tweaking GFX and improving gameplay. Here's a couple of things:

    alt text

    One is the antenna that controlls enemies, the other is the weapon vendor, weapon kiosk, where you can access lots of fancy weapons and items.

    Here's a gif that show cases new monster abilities and more interesting player damage:

    That monster is going to be replaced by dis:

    alt text

    And well, it will come with a couple of variations, such as fire, ice, and etc.

    While people is having fun with survival and versus, the single player is going to be tweaked a lot.

    We are moving towards of what I would call a closed open world style. Open in a sense of bigger maps, in dimensions, with more optional content you can do... or skip. Closed in a sense that levels would pretty much start and end in the same way. How you do so would be up to the player. This would be a bit like Braid. A bit. You go right and finish one level after the other. Or you go and complete all the puzzles and challenges.

    Oh, and flashlight for da night:

    alt text
    More stuff soon.

  • Shout-out to the guys from Arcade Crowd for doing a hilarious video!

    click to see video

    Remember that anyone can fill up this form (just an email) to participate in the closed beta!

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