2DRemix Devblog 3: Prefabs, script parameters, and fixed pushing

1. Prefabs 2DRemix has always had a panel containing a “palette” of all the tile images you’ve used in your area, so you can select them and reuse them as needed. With this update, I’ve expanded the items in this palette from being merely images, to also embodying a default color, layer, script, and script parameters, which are all selected when that tile in the palette is selected. This means there can be a bunch of default objects, such as “grass”, “wall”, “crate”, “pusher” that are all ready to go, and can be dropped straight onto the map with a few clicks. »

Extracting data from a web page in Zapier using JavaScript

In this case, my objective was to extract specific data from one of my blog posts, so I can use Zapier to automatically share the post for me on social media. I started by creating a Push trigger, that will allow me to manually start my script on an open web page using the Chrome extension for Zapier. From here, I added a new action of the “Code” type, and configured it to pass through the URL from the push trigger. »

2DRemix Devblog 2: Saving and image editing

Restored the ability to save changes, and create new images for tiles. Both of these were removed in a recent refactor, and in putting them back I took the time to improve on the user experience around them by taking advantage of some newer UI changes. Instead of automatically saving every time a tile is placed, you now save manually with a button next to the “play” controls. This gives you more control over the process, and should cut down on server load. »

2DRemix Devblog 1: Editing mode

In the early days of its development, I’d envisioned 2DRemix as having a Minecraft-style persistent world - and I’d built the editing tools such that the world is edited by moving the player character through the world and editing it around them. As the focus now is on creating a great Game Creation System, I added a more traditional Unity-style editing mode, where you can edit an area freely without a player character present, and then press the play button to preview how an area plays out. »

A postmortem of Rickshaw World, my LD#38 entry

This a postmortem for Ludum Dare #38 competition entry, Rickshaw World. If you haven’t tried it, you can play it now right from your web browser. Choosing an idea After pondering the Ludum Dare #38 theme a small world for about an hour, I’d come up with two ideas for games: A Twine interactive-fiction set on a generation ship. A 3D taxi-driver type game set on a small planetoid. »