Did some research on what class to implement next, and still don't have a positive match just yet. Although, in the mean-time, I did some research on scripting and particle stuff. The result of the latter is what follows :
particle.h
particle.h
#ifndef __PARTICLE_H__
#define __PARTICLE_H__
#define MAX_ACCELERATI…
Yeah , the old subscription expired on my birthday. They deleted my avatar, so I will have to upload it again...
Still working on all the different enemy classes. The next class will be the first that actually tracks and shoots at the player. I will be doing another 3 or so classes, and then onto th…
Still working on all the different enemy classes. The next class will be the first that actually tracks and shoots at the player. I will be doing another 3 or so classes, and then onto th…
Yep. Project's been in development for 3 months as of the 7th. Things have slowed down at times, but everything is moving ever forward.
So I am researching the next enemy class. Which will be a much simpler.
The the last enemy class finished uses some pretty interesting emergent behaviors to drive it…
So I am researching the next enemy class. Which will be a much simpler.
The the last enemy class finished uses some pretty interesting emergent behaviors to drive it…
Yep. Project's been in development for 3 months as of the 7th. Things have slowed down at times, but everything is moving ever forward.
So I am researching the next enemy class. Which will be a much simpler.
The the last enemy class finished uses some pretty interesting emergent behaviors to drive it…
So I am researching the next enemy class. Which will be a much simpler.
The the last enemy class finished uses some pretty interesting emergent behaviors to drive it…
The game design is starting to solidify. The concept is nothing amazing, but, surprisingly, I wasn't able to find anything comparable to it online. So, this week, will mark the first week where I will be writing enemy classes/their respective deterministic ai routines. This is the phase that I was …
The game design is starting to solidify. The concept is nothing amazing, but, suprisingly, I wasn't able to find anything comparable to it online. So, this week, will mark the first week where I will be writing enemy classes/thier respective determinstic ai routines. This is the phase that I was lo…
Neither are good. But the former are entirely within my control, so I will focus on them. So, I have still been having some problems with the virtual heap system, and am very close to abandoning it in lieu of a easier approach. The input logger/demo playback system is working now ( on a plus note )…
Project has been going on for 2 months now. To think, the last project had already reached beta at this point, whereas a beta is nowhere in sight for this one... I really hope to get this thing done by years end, but we shall see. I would like to get this out of the way before I start on my Block…
Have decided upon a final dev strat. Realizing that I *am* the project, and taking past projects into consideration, I have decided that *all* code required for the final game will be completed first. This includes all enemy classes, stages, rendering , gui ( and the remnant front-end ) , music/sfx…
Had a slow last couple of weeks. The editor is nearly complete, as is the reliant game core. Meaning, I can see myself starting to work on content within the next couple of weeks. Staying positive, and looking forward to more creatively satisfying part of the dev-cycle... Back to work.
Enemy spawning/virtual heap system in place now. Still working on the editor. Will be adding support for background images ( single, large-x dimension'ed bitmaps ), parallax scrolling. Did a bit of web-dev this week. Good news is, I had an interview for a web position this past week, and hopefully …
Its pretty cool to see the game working w/import triggers now. Dynamic scaling, variable scrolling speeds ( predetermined ), loops. Now I have to figure out how spawning is going to work. I am really just wrapping up the loose ends, and should be moving on now that the core is nearly done.
So heres what the editor is looking like now:
Those color-coded vertical lines represent triggers. I am not sure how things were done back in the 16-bit era ( or even now for that matter ) when constructing 2D shoot-em-up level editors, but this seems to be a pretty intuitive way to me. I figure th…
Those color-coded vertical lines represent triggers. I am not sure how things were done back in the 16-bit era ( or even now for that matter ) when constructing 2D shoot-em-up level editors, but this seems to be a pretty intuitive way to me. I figure th…
Almost done with the editor ( well, at least a usable version ). Added support for "triggers" , which control things like dynamic scaling/scroll speed variations, enemy spawning etc. Have one last major dialog/class to complete, write the additional import/export stuff, and then back to the fun st…
Yeah, so somewhat unreleated news, someone broke into my car and stole my bookbag at some point today. The bookbag itself was a nice $125 number ( Camelpack ), but the most relevant were is the books inside. Lost a "Code Complete" , some MFC book, a general game dev book, a few novels and a dictio…
Working on a 2-D shoot-em-up w/Allegro. Project started on the July 8th , and is running with collision detection and scrolling in tact... Will work on modifying/switching integral types to best suite game wide cohesiveness. Progress to date :
Also, planning on working more on the game editor.
Also, planning on working more on the game editor.
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