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[Development] Hooded Development #6

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superman3275

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I know, I know, you want screenshots. However very unfortunately I am away from the computer all of thanksgiving week, so you'll have to wait.

I haven't been very active recently, and I'm very sorry. I've had many things to do recently, however I've freed up a lot more time this coming month. I hope to have a fun game (albeit not a finished one) within this month. To keep my mind thinking (And to learn C++11, the only book I've ever used was published 15 years ago smile.png (I'm not kidding)) I just bought on my kindle "Learn C++ In An Hour A Day". I was very sad when I found out the new edition was the first one not co-authored by Jesse Liberty, because I enjoy his writing and was kind of scared this wouldn't be as good. I'll probably end up giving you guys a review soon, however it's looking good so far.

Also, Here's how I'm handling everything:

structs / enums

For example, I'm going to have a "Tile" struct. That will mean my vector of blocks I'm using for the board will be made of Tiles. Each Tile has a TileType (Enum), a position on the board (In X / Y, mainly to simplify collision and movement.)

The reason I'm doing this is because, well, it's simpler. I realized It's going to take many frames to play my animations (spritesheets), so I should have an Enum that holds the players current action. For instance, if the player is currently in a "Jumping" state, I'm not going to let them "jump" until they are in a "Standing" or "Walking State". This will make it so much easier to handle the players movement than the system I was originally going to use, so I'm happy that I thought of doing this. There's many more examples than the two above, however so far I believe this strategy will pay off.

Overall, I'm extremely sorry about no screenshots. I'll get you them, I promise.

Also; I just finished Portal 2 yesterday. Lots of fun was had, and I loved the characters. Now I'll get back to being productive tongue.png!

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Portal 2 was great. The cooperative campaign (which has a separate story and levels) is also great, but has a completely different feel and play style. I strongly encourage playing it - especially since Valve just released split-screen coop for PC just about 5 days ago (after I finally caved and bought a second copy to play coop with about four months ago).

Don't forget to make TileType (and *most* but not *all* your enums - depending on desired usage) an 'enum class' for C++11.
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