Sokobot Puzzle Game – Devlog #2 – Level HUD comes to life

Welcome to this second devlog of my current work in progress; Sokobot Puzzle Game. In this devlog I will show you my progress and specifically the current implementation of the level HUD. So what am I talking about? HUD means Head Up Display, and I use it to show the level informations to the player during the game.

The information currently implemented is the level time used and the number of steps takes in the level. Those information is something I will use to calculate the level score, and thereby calculating how good the player has been in the level. The level score is implemented yet, however it is intended to be calculated by taking the amount of time used in the level, and the number of steps used, and compare them to some predefined values, which is specifying the levels minimum time, and its minimum number of steps to be used to complete the level. The score will be calculated as a fact of these values. The closer they are, the better the score will be.
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LibGDX Tutorial – How to change the mouse cursor image

In some games, you will have to change the image of the mouse cursor. This is e.g. due to that you’re making a shooter game, and want the cursor to use some sort of crosshair image, or maybe you want to make your game more personal in its look and feel, and therefore you change the standard system cursor with your own. But how do you change your cursor image in LibGDX?

This tutorial will show you have to do that. The tutorial doesn’t go over how to make other parts of your game, but it explicit shows you how to change the mouse cursor. Lets get to it.

Lets get started

First of all you want to grab an image of the cursor, you want to implement in your game. If you don’t have any, you can find some free on I will use Kenneys Pixel Pack UI for this and I have cropped out one of the cursors in there.

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Sokobot Puzzle Game - Development Phase 1

Sokobot Puzzle Game – Devlog #1

Welcome to this first post of my little game: Sokobot Puzzle game. I have choosen to focus on this little game, and have therefore put my other game ‘Justice Joe’ on hold for a while. This was due to my learning experience with LibGDX, and I therefore decidede to go with this little puzzle game instead.

Sokobot Puzzle Game is targeted for desktop PC, Mac and Linux, and the game is a puzzle game, where you control a small robot, which should push some crates around, to some specific fields, to complete the levels. Each level completion provides a level score, which is using the amount of time and number of steps to complete each level, to calculate its level score.

If you haven’t fiugred it out already Sokobot Puzzle Game is a kind of clone of the popular sokoban game from 1982, but with new graphics and different levels. The aim of this game is both to learn how to make a puzzle game, learn how to use LibGDX and of course to get a game published.

I will post more screenshoots and videos in the future, so stay tuned for more.


LibGDX tutorial – Follow a player and stay inside level boundaries

A camera which follows the player, is a common game mechanic in a 2D platform game. We, as developers, maybe want the camera to center the player on the screen, at all time. However there is a glitch to this approach, which is that when we center the player on the screen, the camera may exceed the level boundaries, which means that some parts of the level, which has no tiles/graphics, is shown on the screen, because the camera needs to center the player at all times. See the video below for a graphical visualisation to the problem desbribed.

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Justice Joe - Prototype 1

Justice Joe Devlog #2 – Doing progress on a prototype level

It is time for a new devlog blog post, giving you all a status on the game development, of Justice Joe. So far I have created some of the foundations for the game, and I also learned something about LibGDX along the way. Up til now, the focus, has been on creating a prototype level, which for now has a purpose of prototyping the different simple game mechanics. These mechanics are:

  • Player movement (Walk, Jump, fall, idle, run)
  • Player shooting
  • Enemy AI
    • Shooting
    • Walking
  • Destroying crates by shooting.
  • collision detection
    • World elements
    • Bullets (both when player shoots and enemy shoots)

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