More Birthdays, Bill Cosby, Beer, and 2.5D w/ ImpactJS

In the past past few weeks I really have not done much with the ImpactJS demo I have been working on. There are some minor updates to the collision layers, collision boxes, and graphics, but not much functionality has been added. I’m currently working on developing a Game Design Document (GDD) for an original game so I don’t see much more time being spent on this demo/test. Most of the updates I made have been summarized in this thread. I didn’t get a chance to upload the most recent version last time so here it is. Keep in mind that there are lots of bugs, and Ramona is the least buggy character to play with.

Click here to PLAY!


Moving on…

Over the past two months I have felt an enormous amount of excitement for HTML5 game development and the idea that some of today’s most popular computer games will one day be run in the browser using the tools that built the web.  I constantly run into professionals that are ready for true multi-platform development.  There is so much to look forward to for “web development”.  Will web developers still be “web developers” when the term encompasses so much more?  Sounds fun to me!

1st Bday #inBend

At this very moment last year I was visiting my brother and his family in Atlanta.  I was over joyed to be with my family, but the timing was just a little off.  Actually, Jenna and Nate would say it was right on time, and it is hard to beat a bday with the number “11”x2 in it!  Fortu”Nate”ley, I was able to spend this year with the fam as we celebrated Marlo’s first Birthday!  There is nothing like a first bday, and Marlo’s was no exception.  Friends and family showed up from all over with an appetite for Nate’s superb

The Billsons
My Little Pudding Pop!

brunch, and maybe a few beers!  Marlo kept us all entertained because she is pretty much the cutest thing you have ever seen on this earth.  Can’t wait until birthday number two!  It’s just bday number 18 I’m worried about… I guess Nate will have had plenty of target practice with the shotgun by then!

The Cos

If you have the opportunity to take your family to see Bill Cosby while he is still touring I would highly suggest it.  We had a chance to see Bill last Sunday at the Hooker Creek Event Center in Redmond, OR.  I  expected Bill’s performance to be similar to what we have come to expect from him, but maybe a little slower.  He is after all, much older than his days of bouncing Rudy and Bud around on one knee.  It was Bill’s perception and values that gave me hope for breaking the stereotypical african-american family portrayed in the media.  I stereotype that even today is often placed on TV because of the ratings dramatic character development often brings.  Anyway, I expected him to be humorous, but not “as” humorous.  In reality, it may have just been the fact that this was somebody I looked upon as a role model when I was younger. I’m just happy I finally was able to experience him LIVE in Bend, Oregon.  That… plus the fact that it was in Bend, Oregon… a place where even a black man can relate.  One thing is for sure… we all know how to laugh… and that’s exactly what we did.


Collision Detection and 2.5D w/ ImpactJS

The past week has been a blur, and I am trying to refocus so I can take on the next one. If you tuned in last week then you know I am steady trying to recreate the first level of “Scott Pilgrim: The Game” with ImpactJS. So far, it has been a little rough. I know that ImpactJS is a 2D game engine, but I am determined to get a 2.5D demo working. I don’t know why I am fighting the engine, but I like this one better than any of the others available. I know that the main issues I am facing will be resolved with either a different game engine or ImpactJS will expand into the 2.5D realm.

Collision Detection

Entity to Entity: In the last week I made improvements to the collision detection for enemies and the player. I am keeping all of the hit boxes for entities at their feet. In a 2.5D world the only things we really need to check for is hard collision at the feet. That would at least let us use the engine’s built in collision detection and we can program our own in for the rest of the body based on where the feet are. This may not suit everybody’s needs, but mine does not require pin-point hit detection.

Entity to Map: Because we can’t use the engine’s built in collision maps, there had to be a way to keep the player bounded.  There is now a way to create a bounding-box/collision-layer that dynamically changes in relation to the player’s X coordinate. This allows us to load in a level’s boundaries with JSON, and enable different boundaries for the player depending on their X coordinate in the level.  One of the reason’s for not using the built in map collision is because your player can’t jump with static collision boxes above them.  The new system allows you to turn off/pause the dynamic collision map while jumping, and resume once the player is standing.


I was also able to get a hole/pit working with the game engine’s physics still controlling the player’s fall. One of the major issues I am having with tricking ImpactJS into a 2.5D world is the loss of the game engine’s built in physics. After playing with many ideas I came up with an OK solution that will do for now.  When the player hit’s a hole there are special tiles that detect this, and add gravity back to the game. The dynamic collision map is turned off at this point allowing the player to fall, and die.


Another accomplishment this weekend was the edition of breakable objects. You can now break the safe box near the beginning of level1 , and I am slowly adding more breakable entities.

Signing Off

This past week saw many more additions, and fixes such as corrected player animations for left and right movement, new sounds for Planet Auz Zelda Heart containerattacking, many more objects added, custom enemy AI, and a scripted bus that makes a bus stop colliding with the player! The game development is moving along nicely, but there is soooooo much more to do. Check out the latest version and I will update you on the progress next time.  Thanks for tuning in, and I’m sorry for missing the beers this weekend PNate. You know I have become addicted to this stupid game.  Will put it on pause after the next life!

PS – Yes, that is an African-American version of Link.  And no… I didn’t HAVE to color change Zelda’s sprite. HA! Happy 4th of July you guys!

Click here to PLAY!

Please keep in mind this is a concept-of-proof demo. Much love to Paul Robertson and Bryan Lee O’Malley who’s hard work can be seen in the sprites of Scott Pilgrim and other games.