A sneak-peek at our next game, Submuncher

Submuncher Game Development

Conquered Steam, conquered Indie Game Stand & 10% discount

Monstro is now also available on [https://indiegamestand.com/store/2345/monstro-battle-tactics/](Indie Game Stand). It's still available on store.steampowered.com/app/369310 too!

The IGS version contains both the DRM-free installer and a steam key and includes the high quality soundtrack.

The 10% discount lasts until 10th of December so don't wait around. We're not planning anymore sales this year, so fi you were waiting to gift this game to your wife/girlfriend/mother/friend/boyfriend/anyone else it's the best time now!

Monstro: Battle Tactics Steam Indie Game Stand Discount

Monstro release date on Steam!

Just a quick update - Monstro: Battle Tactics will be released on Steam on December 3rd, 2015!

Monstro: Battle Tactics Game Development

The truth about Monstro

Now that I have your attention with a scary-sounding header I'd just like to tell you that the plans which we had for converting Monstro to HTML5 have died and the game will be released using Adobe AIR captive runtime (thanks to the brilliant FRESteamWorks ane which works like a charm).

There will be a lot (and by a lot I mean some) new and cool features like dynamic lighting, challenges per level, new short campaign (a hopefully smart tutorial campaign with a more than dozen of new level). I had some very ambitious plans about adding new units. traps, abilities and environments but they're scrapped. If the game proves to be popular I'll gladly expand the idea of Monstro with new cool features.

Monstro is planned to be released this summer!

Also we already know what our next project will be and in the following weeks more information will be available.

Stay Tuned!

-Maurycy

Monstro: Battle Tactics Game Development

Augmenting Phaser

When I made Monstro in the first place I used Starling as the rendering framework but because I've earlier worked by directly modifying BitmapData I had my own set of Display Objects and their properties. One of the properties I needed in Starling was "center" which retrieves the center position of a sprite and sets it, a thing that can be easily replaced by x = value - width / 2 but the resulting code is not as clear and is much more prone to a mean typo.

Since for Starling I just made my own fork I didn't really have a problem there, but for Phaser I decided to stick to the main repository to avoid the pain of having to keep it up to date and eventually growing in a completely different direction and being 500% unhappy.

So the solution I have figured out was to utilize the fact that JavaScript is prototype-based language and decided to augment the existing Phaser classes with properties of my own. Gist with all the changes I've made.

It includes such augmentations:

  1. Methids positionCenter/positionMiddle - This function positions the object exactly in the horizontal center/vertical middle of the screen (it takes the first Phaser.Game object to get the screen dimensions).
  2. Methods positionCenterParent/positionMiddleParent - Like the above but it uses the parent of the object instead of the whole screen.
  3. Properties right/bottom - Get/set the position of the right/bottom edge of the object.
  4. Properties center/middle - Get/set the position of the center/middle of the object.
  5. Methods globalToLocalX/globalToLocalY - Given the global position X/Y it returns the said position relative to the object's local space.

If, like me, you're a TypeScript user, the Gist also includes a definition file with references to the augmentation files. Just make sure to reference it in your bootstrap or whatever after you reference Phaser. Unfortunately the version of TypeScript I am using does not allow you to define the same class in multiple places, so I had to modify my phaser.d.ts file manually to add the augmentations.

Phaser JavaScript