Ok, so that plan failed...
So it's been several months since I was last properly programming and so I am extremely rusty. So I have decided to go back a step and start a new project that I should be able to complete over this Easter holiday.
This is the prefect time to start a new project since I on…
So it's been several months since I was last properly programming and so I am extremely rusty. So I have decided to go back a step and start a new project that I should be able to complete over this Easter holiday.
This is the prefect time to start a new project since I on…
So, the xmas holidays have finally started for me [grin]. Unfortunately, I've got some assignments to do over these holidays. So in between doing those and relaxing after a busy term there won't be much time left for game development.
However, the next step I want to take is to rewrite Cops & Ro…
However, the next step I want to take is to rewrite Cops & Ro…
Make that more like three months [grin]. Not much progress on Cops & Robbers this past week. I managed to make a small improvement on the framerate when the player has the cannon but that's about it [rolleyes].
My plan over the next few months is for this to take a back seat for a while. I would…
My plan over the next few months is for this to take a back seat for a while. I would…
I found the problem I was having [grin]. I hadn't defined a copy constructor for the Animation class [rolleyes] so when I was copying the temporary Animation to my AnimationManager class it was performing a shallow copy (I think these are the correct terms). I also had to iron out a couple of other…
Not much done recently, unfortunately. I'm just slowly implementing the cannon one step at a time. At the moment, I can pick up the cannon icon, subsequently change the player's image and then drop the cannon after 10 seconds. I am also thinking about adding tanks as an extra type of enemy but this…
Here is the first demo for Cops & Robbers! (Source code included) [grin] So, what do you think?
Quite a few small things done today. First, I managed to get money implemented so that when you go to the pick up point you 'carry' some money (determined by the game timer) and then when you reach th…
Quite a few small things done today. First, I managed to get money implemented so that when you go to the pick up point you 'carry' some money (determined by the game timer) and then when you reach th…
I now have targets [grin].
At the moment the game just switches between 2 predetermined (one will be predetermined anyway - the bank) when you collide with the target. (Jesus, I can never get collision detection to work first time! It makes my head hurt [sad].) I also, re-made the level and the came…
At the moment the game just switches between 2 predetermined (one will be predetermined anyway - the bank) when you collide with the target. (Jesus, I can never get collision detection to work first time! It makes my head hurt [sad].) I also, re-made the level and the came…
Sooo, steps 2 (menu), 3 (loading & displaying level) and 4 (font & timer) went without a hitch but when I was working my way through step 5 (movement and collision detection) it all went wrong!
The first problem I encountered was that some of the tiles that should be passable weren't. So I w…
The first problem I encountered was that some of the tiles that should be passable weren't. So I w…
Just a quick update today.
So now I have, for each step of the plan, got rough class outlines for each class I will need. Some are much rougher than others, for example, I'm considering having an Animation class that will be a member of Player (for a firing animation) and Enemy (for an explosion an…
So now I have, for each step of the plan, got rough class outlines for each class I will need. Some are much rougher than others, for example, I'm considering having an Animation class that will be a member of Player (for a firing animation) and Enemy (for an explosion an…
Now that I know how my next game is going to play I think I'll write it down here for all to see [smile].
It's based on Pac Man but instead of a chomping yellow circle I'm going to swap it for a robber and instead of ghosts I'm going to have cops. So I have (rather imaginatively) called the game Cop…
It's based on Pac Man but instead of a chomping yellow circle I'm going to swap it for a robber and instead of ghosts I'm going to have cops. So I have (rather imaginatively) called the game Cop…
Here is the final version of Escape From Space-Prison Lambda! [grin]
This has some improved graphics and sounds and a proper introduction and ending. No new gameplay, I'm afraid, so if you played the final demo there isn't much point in playing this.
I decided not to go with images for outlining the …
This has some improved graphics and sounds and a proper introduction and ending. No new gameplay, I'm afraid, so if you played the final demo there isn't much point in playing this.
I decided not to go with images for outlining the …
So, after searching the forums for an answer to the sound delay I found out that it was a common problem and that people suggested to use FMOD. So I did [smile]. So far it's been quite easy to use, although because I didn't plan in advance all the sounds, I just have them all as global variables wh…
Here is the final demo for Escape from Space-Prison Lambda! (EDIT:Link fixed). Please play it and tell me what you think [wink]. Too easy? Too hard?
The controls are LEFT/RIGHT to move left and right and SPACE to fire your weapon. It's got 10 levels, mostly placeholder art and all placeholder sound …
The controls are LEFT/RIGHT to move left and right and SPACE to fire your weapon. It's got 10 levels, mostly placeholder art and all placeholder sound …
I have nearly finished now [smile]. Well, gameplay wise anyway. Here is the list of stuff I needed to do for gameplay:
1) Have enemies flash when hit and put in a bullet 'explosion'
2) Make asteroids never stop
3) Finish LevelEnd gamestate (i.e show the number of each enemy destoyed, the points per en…
1) Have enemies flash when hit and put in a bullet 'explosion'
2) Make asteroids never stop
3) Finish LevelEnd gamestate (i.e show the number of each enemy destoyed, the points per en…
Here is another demo of Escape From Space-Prison Lambda! [grin]
I apologise for the placeholder art [headshake] but I thought it would be better to release something to get people's thoughts on the gameplay. At the moment there is just one level that repeats forever. It contains one of each type of …
I apologise for the placeholder art [headshake] but I thought it would be better to release something to get people's thoughts on the gameplay. At the moment there is just one level that repeats forever. It contains one of each type of …
Wow, a whole week without an entry. So you've probably guessed I haven't done much work on Escape From Space-Prison Lambda. And you'd be right[grin]! Apart from today I haven't done anything on it for the past week due to a mixture of procastination and going home for a few days.
But today, I feel I…
But today, I feel I…
After a couple of days of not doing anything (every time I thought about what I had to do next, I just couldn't be bothered), I managed overcome the procrastination and managed to do a little bit of work on the game.
I now have an AddScore function for the HighScore class which will also test to see…
I now have an AddScore function for the HighScore class which will also test to see…
Plenty done this past few days [smile]. I have the enemies now charging the player and if they are alongside the player (but not touching) they leave out of the bottom of the screen and then re-enter a bit later.
I also have player and enemy health along with the player's health bar. This went surpr…
I also have player and enemy health along with the player's health bar. This went surpr…
I started implementing the enemies' CHARGING state which will now try and pull the player to the top of the screen. This gives the player the chance to destroy any enemies that are pulling it and then the player will move back to the bottom of the screen.
At the moment, I have the enemies in the CHA…
At the moment, I have the enemies in the CHA…
Finally got pixel perfect collision working today [smile]! After a couple of days of trying this and that it now finally works!
The way I do it is that when there is an overlap along one of the four edges (for some reason I was also checking corners probably because I should have done it for Breakou…
The way I do it is that when there is an overlap along one of the four edges (for some reason I was also checking corners probably because I should have done it for Breakou…
The first demo of Escape from Space-Prison Lambda is released! This is just showing what I have done so far and any input would be much appreciated [wink].
Since my last post I have added the ability to have more than one enemy on the screen at once as well as both the player and enemies being able …
Since my last post I have added the ability to have more than one enemy on the screen at once as well as both the player and enemies being able …
Today, I managed to redraw the player and enemy graphics that I have at the moment and I'm pleased with how they've turned out. However, I may have to scale them down a bit (at the moment they are 64x64) depening on how many enemies I want on screen at once. Here's a screenshot:
The enemy is at the …
The enemy is at the …
A problem today unfortunately [sad]. I have started with adding an enemy. The Enemy has its own constructor so that any image can be loaded. I also have two states: ENTERING and STATIONARY. The idea being that the enemy starts offscreen in the ENTERING state and when it reaches its final point (m_F…
Today, I first made sure the LevelStart gamestate changes to the LevelPlay gamestate after a short delay. Although I will need to add the text that says 'LEVEL #' later on.
I also managed to add the Ship base class and the Player class (it's only method being an UpdatePosition() function that checks…
I also managed to add the Ship base class and the Player class (it's only method being an UpdatePosition() function that checks…
Quite a bit done today. I have the title screen working, which wasn't too hard as I had implemented something similar identical for Breakout. The image just has the title and the options drawn on at the moment and I will have to go back later and add some more to fill in the empty space.
I also mana…
I also mana…
So, here is the design document for the shmup that is now called Escape From Space-Prison Lambda. In the document is the overview of how the game will play, the story and a few enemies and weapons. It doesn't have the plan for how I'm going to implement everything but writing it has solidified in m…
Not a lot done this past week. Went home for a couple of days so got absolutely nothing done then. For the rest of the time I've just been letting the design stew in my head.
At the moment, my idea for the story is that a prisoner on a space station/jail type thing steals a ship and escapes. This ga…
At the moment, my idea for the story is that a prisoner on a space station/jail type thing steals a ship and escapes. This ga…
So this is the plan I have at the moment. I have a series of GameStates: Introduction, TitleScreen, HighScoreScreen, LevelStart, LevelPlay, LevelEnd and GameOver.
Introduction:
In the Introduction GameState a series of screens show up one after another (this will give a story, if any).
Pressing enter…
Introduction:
In the Introduction GameState a series of screens show up one after another (this will give a story, if any).
Pressing enter…
So this is the plan I have at the moment. I have a series of GameStates: Introduction, TitleScreen, HighScoreScreen, LevelStart, LevelPlay, LevelEnd and GameOver.
Introduction:
In the Introduction GameState a series of screens show up one after another (this will give a story, if any).
Pressing enter…
Introduction:
In the Introduction GameState a series of screens show up one after another (this will give a story, if any).
Pressing enter…
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