![]() There is a module called psd_tools that allows exporting layers from PSD file as separate images and accessing their metainfo like coordinates, z-order, etc. So the workflow was as follows: write code, tab to application, press R, check the changes, tab back to IDE, write code. I’ve binded R button to cc.game.restart() and specified full paths to source files, this allowed reloading all the scripts from disk in an instant. I used a native build for debug, you cannot set breakpoints as in Web-version, but it’s possible to reload the game much faster. WebStorm was used as an IDE, autocompletion and error detection works like a charm. Lambda captures are trickier than in C++, but not by much. And it’s pretty easy, one blog post ( ) and some code samples from the engine were enough to get going. Development speed is 3-4 times higher compared to C++. JavaScript seems to be created for a “code like hell” mode, at least it’s my impression after two weeks. After the build is processed you need to specify window size for you game, this allows you to avoid headaches with screen resolution. ![]() Uploading the game turned out to be quite easy: сосоs compile -p web -m release, archive, upload and that’s all. Noone wants to download and install builds. There are thousands of other entries and less actions you need to take in order to play the game means more people will play and rate it. ![]() For jams it is critical to make your game as available as possible. I would like to write a small post-mortem to share some thougts and maybe inspire someone to take part in similar activity.Ĭocos2d-JS was chosen as an engine. The jam was about adventures ( ) and our team decided to make a classic point’n’click game, here’s what came out of it (playable in browser). ![]() Recently I’ve participated in a game jam for the very first time. ![]()
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