Tuesday, August 30, 2011

new variables

so just added some variables to the player class. two of them actually, one of which stores the type of tile collision. And the other variable stores the angle at which the ground pitches. This will come in handy when programming the projectiles (which are throwing spears and such) are calculated. The projectiles will travel on the same angle as the tile groundType in which the player resides. It doesn’t seem like much but this is integral to gameplay. Once again possibly in-progress screenshots coming depending on how brave I am. As of now, I'm using rather shotty animations and unrelated character sprites. Soon enough your eyes will melt since I’m implementing post render effects such as bloom to give it that light-bleed effect and working on the animation cells. It’s lookin good for a free game, ya’ll will enjoy playin it. And that’s what we all want, a fun game! Cheerz.

Saturday, August 20, 2011

new file format

implemented the new TMX file format. have the game engine working with the new format. All the XML didn’t take too long. Really love this new file format as opposed to text based though. Focusing now on some unfinished collision detection with the tile based system and once the kinks are worked out I can focus more on the art and level design. Things are progressing nicely. Stay tuned for screenshots sports fans.

Wednesday, August 10, 2011

Long overdue update

As of late I’ve been focusing on a slightly newer endeavour. Have made tons of progress over the past couple of months. Working on a new game examining new challenges such as pixel-perfect collision detection, basic physics, sloped surfaces and arbitrary objects handling which will give the game a more realistic feel. All of this has been implemented and have been working on the level editor. Have recently decided to go with an open source level editor called Tiled but in the meantime using my own level editor and tweaking code here and there. Still leaning towards the other level editor the further I get into development. The next step is using this new file format in the game which shouldn't be too difficult since the file format is in XML. XML is easily parsed in C#. Once this is all complete I can turn my focus to level design and the artwork. Have worked a little on the animations using Illustrator and Photoshop to draw the tileset frames and have also just purchased a new Wacom Intuos4 tablet that has proven very helpful. Will keep you posted and stay tuned to the main LaFlamme Studios news feed for possible screenshots of the progress.