Tuesday, December 29, 2009

Items and Weapons

Working on the player item system now. I'll hopefully have at least a couple of weapons coded in within the next couple of days. Probably only 2 though. The weapons require planning on a deeper level than the rest of the stuff have for the sake of flow-of-play.

Unlike games like Cave Story or Metroid, you don't just *obtain* weapons by finding them, but instead you obtain them in the same way you would in Megaman, so I need to plan the weapons around the bosses.

This is also going to be developed in tandem with the other collision types.

From there, I'll start working on my game controller, which will track player information. Once that's done I can start adding damage and such to the player.

Monday, December 28, 2009

Some Character Tweaks, and a Video



I've went ahead and cleaned up some collision issues, and added some more depth to the characters animation. Not much else to say about it :P Just watch.

Player, Jumping, Etc

Added the player to the game. Here's a small video of him in action:



Rewriting some of the jump stuff though. Mainly adding impulse motion as apposed to iterating X/Y in each state. As it stands right now I'm hard modifying the X/Y coordinates of the player, however that feels too stiff. Impulse systems will definitely be preferred.

Sunday, December 20, 2009

Same ol' Same ol'


I'm preparing to start work on the actor system now, which means soon to follow will be a proper demo. In preperation for the actor system, I've officially completed the ability to jump in and out of edit mode during the game.

I've assembled a simple test level for me to work on while I'm creating the player. A screen is attached (yeah yeah same ol same ol).

A small list of things I still need to do for the map system, that I've shelved until I need to work on them (since it wont really change anything)-

-Room backgrounds
-The ability to change your tileset. (I only have one and a half right now )
-Adding music. (havent decided if I want to make an event object for this or not)
-Adding new rooms.

Saturday, December 19, 2009

More Map System Stuff

Got my tile selector finished, so now when creating a new unique tile, you can select the image from the tileset.

This means here shortly I can start doing some hardcore work on the game itself :p

I should also note that this is essentially a small amount of work to do exactly what I was going for over the past few days that I had to scrap <_<;; I was taking a different approach to it and decided to can that.


Sunday, December 13, 2009

Camera System, and Map System Updates

Camera system is finished. Game objects follow the camera accordingly.

Dialog system is still WIP. System parses through the text and splits it into dialog. Able to show menu options in the dialog.

Map construction is still WIP. Game is able to scroll through the map, and select tiles accordingly for modification.

I've also had a breakthrough with the level designer, and I can now start doing some hard work on it.

Tuesday, December 8, 2009

Menu System Added


Update;

Menu system is finished, blah blah blah. Pretty dynamic the way it is now. I was initially going to use linked lists for the values, but they were messy, so I decided to use arrays (again). Since there's no junk data in the array at all, it seemed suitable. I'll never end up with a null value, so blah.

Update screenshot attached.

Initial Success!




May not look like much, but! This image shows that the system is writing rooms, reading rooms, and displaying rooms as well!

The "0"'s are the IDs of the unique tiles, and it's displaying them beautifully at 60fps.

Next up! Loading the tiles from the MapTile array using the ID as an index, loading their image positions.