GBC Data Cabinet, a free CoronaSDK plugin to help manage session and persistent data has been updated to version 1.5. New features include a Stack and Queue table types, and improved debugging. GBC Data Cabinet is now available in the Corona Marketplace.
My latest plugin, GBC Object Pool, is now in the marketplace.
The GBC Object Pool plugin allows the CoronaSDK developer to easily and quickly implement object pooling within your application. Using two lines of code, you can create an object pool. GBC Object Pool optimizes the management of pooling, allowing for object reuse and eliminates garbage collection inherently found with traditional create/destroy functions.
The plugin provides several examples of pooling. If there are any questions or requests, please let me know. I plan on writing more examples, blogs, and perhaps some videos on the use of this plugin.
I think it’s time to give GBC Data Cabinet some love… it’s been in the Corona Marketplace for over a year and it just works!
GBC Data Cabinet is my free Corona SDK plugin that can be used to keep temporary and persistent data for your Corona written apps. It is very easy to use… simply create a data repository, and start adding and reading data. That’s two lines of code!
GBC Data Cabinet does not use global variables to store data. Any data type, including tables, can be stored and used between scenes as well.
Do you need to store data between runs of your game? Just call save and pass in the data repository, and values are saved. Use the load command to bring everything back the next time you need it.
Thanks for another great Ludum Dare! Here is the results of my game, Bat Cave. I previously posted a Post Mortem of the game, and when I get some time I may post a comparison of my 3 LD scores, but these results are a great improvement from my last LD.
I released a Windows and Mac version of Bat Cave to address some bugs that some people found.
- Shooting and jumping keys changed to something more standard.
- Fixed bullet hell power-up.
- More accurate collision detection.
Bat Cave is a simple shooter I created for Ludum Dare 37, and this article attempts to document what went right, what went wrong, and some general thoughts on the entire weekend.
Once the theme was decided, it was time to get to work. I spent a lot of time the first day working on designing the room and testing collision detection. Not sure why this took so long, but around 3:30am Saturday I had working collisions, and decided that was it for the evening. Saturday morning rolls around, and it’s time to work on some art, and get to coding. Sunday was spent finishing up the game, tweaking options, and adding sound and title screen.
I used Unity for this compo, and the actual coding went rather well. I like to use my simple object pooler script to handle the management of game objects, and I created some controller scripts to handle the audio, game management, and enemy management.
What Went Right
- I released a playable game!
- “Keep it simple” is definitely the way to go. Since you have only 48 hours, don’t bite off more than you can chew… if time permits, you can add some features. For me, I had a couple hours left and added the scrolling background, looping bats, and audio manager. I also wanted to add a “boss” character, but time ran out.
- I now know the difference between stalactites and stalagmites!
What Could Have Gone Better
- My art skills are “meh” at best. I did manage to animate a bat though. I wanted to draw and animate a person instead of the gun turret I used, but I was spending too much time on it and it was not anywhere near what I would consider good enough. While I think the art is good for this game (other may disagree!), I need to keep this limitation of my skills in mind for future compos.
- I did’t think the entire game through, and I realized some issues while developing:
- I wanted the power-ups to be lowered down a mine shaft and have the player pick it up to use. I don’t think I would of finished that, so they just randomly drop at some interval. If you look at my time lapse video, you might see a mine shaft in the game for quite a bit of time before I decided to remove it.
- Once a stalagmite forms, it was impossible to shoot any drips coming down since you had to be under the stalagmite, and that would cause instant death. I decided to add a bomb to remove stalagmites, and I also allow the player to jump/shoot over smaller ones.
Another successful Ludum Dare for me… I had a great time developing and releasing Bat Cave, and even though there were moments of doubt, I continued on. I hope that this game rates higher than my previous two entries… time will tell.
I put up a video of the development of my Ludum Dare 37 game, Bat Cave.
Another successful Ludum Dare… my 3rd. I hope you check out my game named “Bat Cave” and will consider rating once voting starts… I will do the same for you.
Next up: A Post Mortem blog entry and a Timelapse video!
Great at times, frustrating at times, but I had a blast!
There’s only a few hours left, so I am going to stop adding features and start tweaking and bug fixing on my game, Bat Cave.
Shoot and avoid the bats. Shoot the drips coming from the stalactites so they do not build up stalagmites on the ground. You can jump over smaller stalagmites, and shoot the bomb power-up to remove them. Shoot the bullet power-up for 10 seconds of extra fire power.
Just after midnight Saturday here, and I am tired. I have a playable cave shooter game. Next up is to add some background graphics, tweak the sounds, graphics (I hope), and game play, and add a few more power ups. I hope to get all of this done in time.
It’s a simple, one room shooter, but for some reason this one gave me a lot of problems. Collisions were giving me a headache. Some features were removed since they kind of sucked once I started working on it. Other features were removed due to time.
All in all, it’s a bit primitive (due to my lack of any art skills), but enjoyable.