Fin ‘n’ Kit DevLog #3

On today’s episode of “I meant to program for more than just 3 hours today (but the day isn’t over yet!)”, I worked on the Fin ‘n’ Kit level editor!

I was interrupted by a phone call that ended up lasting about 45 minutes. It was my dad, who put his brother on the call so that they could get my input on their idea for a vlog series. Vlawgz. Well, if they start a trucker vlog I will let you know.

Anyway, back to what I was doing.

So first, I updated the resolution of Fin ‘n’ Kit to 1280×720 by default. It was something like 960×640 before, but most phones seem to be much wider resolution than that. The game can resize to whatever based on what you put in the config file.

config

So I retooled the menu Lua files to look better for the widescreen menu, more space in the map editor and all.

Lua files woo

Lua files woo

Fin 'n' Kit widescreen menu

Fin ‘n’ Kit widescreen menu

Still seems like a lot of empty space, so it needs to be adjusted more.

Anyway, got that up, and worked on the level editor. Actually spent about an hour on artwork for new obstacles and trinkets for the first world of the game. Also added some features that Tea wanted that I couldn’t actually implement in Gideros (as far as I could tell from my research).

Temporary low quality art for tile types

Temporary low quality art for tile types

So basically, you can place tiles on the map now. They’re still constrained to a grid at the moment, but they don’t have to be. Not sure whether to keep it on a grid or just free placement. Tea requested the ability to right-click to erase a tile, so I implemented that, and at the lower-right of the screen I also added a tile to switch quickly between the current brush and the eraser.

editor

Each item right now is a small 80×80 icon, but when actually playing the level, they will be of varying sizes.

Still more to do…

To Do List

Want to get this minimum amount of stuff done, then port over the gameplay state so that the rest of the Moose Team can start working on levels with the new editor.

And here are some of my bonus sketches…

sketches

For all my gamedev projects, I buy a cute notebook just for that project. Here is my Fin ‘n’ Kit notebook :B

notebook

That’s all for now!

–Rach


Rachel Morris is the founder of Moosader and the lead developer/artist.

Fin ‘n’ Kit is a game by Moosader being developed with C++, SDL2, Lua, and the custom Kuko framework built by Moosader.

Fin ‘N’ Kit DevLog #2

I don’t have a lot of time to program today, since I teach class tomorrow and still would like to grade some assignments before then. Everything else I got done early today, so I snuck in some gamedev.

Beginning the set up of the map editor. The original version of Fin ‘N’ Kit (originally Delfino i Katyuno) has a map editor, but it was built with small mobile devices in mind. Trying to update the game with the old framework wasn’t working out, since it seemed like it wasn’t supporting much as far as desktop computers went. Due to a few constraints, I’m rewriting the game in C++ – but, it shouldn’t take *too* long, depending on how much time I have.

I’m redoing the interface, keeping in mind that it should be usable both with a mouse/keyboard, but also with just a handheld device’s touch-screen.

Anyway, here are some small screenshots. I would like to redo the trinkets and obstacles in the game, because they don’t make much sense I think. Or they’re not shiny enough. Or something.

The game may also support different sized objects (either scaling an item to different sizes, or some items are just bigger than others).

Oh well, that’s it for today!