A rather large portion of code has been buried into the engine now - fonts. While font formatting still needs a
little work its in and looking nice. Plugging in a .TTF the font gen tool spits out a clean alpha .PNG which
renders beautifully on the screen as you can tell.

Enjoy the screen grab

Milky
We Have Fonts People
Like the birth off all 2D games, originally the input system was simple keyboard controls but now we have
full 360 Pad support. Simply plug in and play.   

The character movement really feels fluid and smooth; an excellent addition to the game. It’s incredibly fun
to just pick that pad up and start playing - definitely the way it’s supposed to be played!

Milky
360 Pad Support
Mappy is a powerful tile editor which allows the user to load in a simple graphic built of equally sized
graphical segments and construct levels.This has been perfect for BaseRunner and levels are both fun and
easy to build.

Maps are broken into layers which control how the level plays and what the player sees. A Base layer is built
which is the detail and eye candy of the game. A second layer is used to mark out all the solid collision and
lastly a trigger layer. The trigger layer is a collection of special tiles which set a trap’s position, player’s start
point and finally his/her exit point.

As you can see. This is pretty cool :D. The next quick edition will be adding layers which will act as
foreground details which will render in front of the player...I can’t wait!  
For now here are some screen grabs of the actual mappy tool; Enjoy.

Milky
Mappy!!
The idea of this blog was to log our development of the game and show our design processes and
difficulties but like most running commentaries it has been neglected; so here is whats been done!

Levels now have multiple foreground and background layers so extra alpha detail can be added to the level
as well as graphics that can be rendered in front of the player which makes a world of difference. Cameras
are now in the game also, while they do very little to the gameplay they look nice. They slide along their
railings tracking the player as he/she goes and adds some real nice eye-candy.

My Brother has also completed a few music tracks for the game which sound great. You can check out his
band's music here:
Atlas

The backdrop image now scrolls as well to give the impression it's at a great distance giving a parallax
effect which again just adds something to the look.

Grimly lets talk death for a while. Yes while the game would be alot easier without this troublesome concept
traps are now finding their way into the game. The explosive Mines are now in and blink merrily to
themselves until you hit one! Then BOOOM. The dreaded Spike Trap is also in and if your not watching
where your going or your a bit slow in the old running then you'll have a problem - anyone for şiş kebab?

Lastly Block taking is all working and you can now finish levels and progress to the next :) So close now...

Here are some screenshots. Enjoy
Milky
Massive update
Well here we have it kids! The pre-Alpha1 release of Base Runner. There are plenty of known issues and a
couple of bugs but it's at a pretty releasable state so...here it is! More content will be added in the later Alpha
release such as contestant selection and a whole rack of nasty traps and individual death animations to go
with them!

So without further a due; the download
CLICK ME TO DOWNLOAD

Milky
Gone Pre-Alpha