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Zaku!

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I think I have ironed out most of the glaring bugs in the game at this point. Now it is all about improving the overall presentation of the game.

There are two things presentation wise that I want to get working on this week:

1. Have an explosion animation when a unit dies
2. Have AI units actually move to there next location rather than "warping".

The first one is rather quite simple. I just need to write a class to handle the animation and timing for the explosion. No big problem there.

The second one is where it gets tricky. The tricky part isn't actually how to make the units move, it is how to incorporate that into my current game loop.

You see, the current game loop I'm using makes it extremely difficult to have all the units move in a real time fashion. The problem really is making sure that the AI turn doesn't end until all the AI units have moved into their new locations. While this may sound easy, considering the way my game loop is organized, it would be horrifically difficult.

Then again, saying that my game loop is "organized" is itself, a horrible lie. Basically, my game loop is a horrible mess of code that would make most people's eyes explode on sight. Its that bad, I'm not even joking.

I do really want to get working on the fourth level, but I don't think I should start working on that until I've fixed up the presentation.

Hopefully the little cartoon armies will be blowing up with animation by the end of the week...hopefully...
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Quote:
Then again, saying that my game loop is "organized" is itself, a horrible lie. Basically, my game loop is a horrible mess of code that would make most people's eyes explode on sight. Its that bad, I'm not even joking.


You aren't the only one, the loop for Angels 20 is so horrific and unorganized, that I'm not even going to bother obfuscating my code when I'm done[grin].

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