I've been in Singapore for the past 2 weeks, and havent had any internet access, so my updates have been rather limited.
I'm currently integrating Mercury's Particle editor with the project, hopefully I can create some nice effects.
Sunday, April 4, 2010
Friday, March 19, 2010
Tuesday, March 16, 2010
Update
I got the state machine in working order! Switch..cases are history! It'll be alot easier to organize everything now.
Well actually, I completed the FSMs about a week ago. Had other personal stuff to get out of the way before a hearty blog write-up.
With player handling out of the way, I've begun character design. I've never been good at art, but I do love drawing, hence I'll probably end up doing all the art me self (artists hugely welcomed tho). Here's what I've got so far:
(expects harsh criticism) ..anyway, I reckon I can animate him effectively..will have to wait and see.
Well actually, I completed the FSMs about a week ago. Had other personal stuff to get out of the way before a hearty blog write-up.
With player handling out of the way, I've begun character design. I've never been good at art, but I do love drawing, hence I'll probably end up doing all the art me self (artists hugely welcomed tho). Here's what I've got so far:
![]() | ![]() |
(expects harsh criticism) ..anyway, I reckon I can animate him effectively..will have to wait and see.
Friday, March 5, 2010
Finite State Machines
So..in order to get any sort of AI down, I'm going to need FSMs. This made me think about the spaghetti code I'd already constructed for the player.
Hence, I shall rewrite the player code so everything stems from FSMs. Could take awhile.
Hence, I shall rewrite the player code so everything stems from FSMs. Could take awhile.
Wednesday, March 3, 2010
Enemies, no hard-coding
I've been losing a bit of motivation because of a lack of art, but I've done alot of thinking about which area I should move on to next, and have decided on enemy AI.
My plan is to load data for every enemy on the screen using XML. Sprite file name, locations, actions, whatever I can think of. Their paths will be determined by possibly a small text/XML file with all their locations at different times.
I'll try implementing all this, and see how it turns out.
My plan is to load data for every enemy on the screen using XML. Sprite file name, locations, actions, whatever I can think of. Their paths will be determined by possibly a small text/XML file with all their locations at different times.
I'll try implementing all this, and see how it turns out.
Saturday, February 27, 2010
About time!
I managed to get all the player mechanics and weapon collisions working! Now if I could get an artist & a music composer...
I can't believe I struggled for the last 2 days to get bouncing working correctly, only to find I made a mistake with the center of a rectangle! By 0.5 to be exact! The darn weapon kept going straight into the 2D terrain...
I really want to show some pictures..but only the mechanics are in working order, not the artwork. So once again..stay tuned! Hopefully a prototype will come under way, once I get enemy mechanics into it.
I can't believe I struggled for the last 2 days to get bouncing working correctly, only to find I made a mistake with the center of a rectangle! By 0.5 to be exact! The darn weapon kept going straight into the 2D terrain...
I really want to show some pictures..but only the mechanics are in working order, not the artwork. So once again..stay tuned! Hopefully a prototype will come under way, once I get enemy mechanics into it.
Tuesday, February 23, 2010
Basic 2D mechanics
Ah I solved my jumping problem, had to add a couple of booleans and update according to time instead of the actual states.
Now I will integrate the theory I mentioned in my second post. Stay tuned! (although I do hope no one is reading this.)
Now I will integrate the theory I mentioned in my second post. Stay tuned! (although I do hope no one is reading this.)
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