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xianc78 mastodon (AP)
gamedev

So, writing a Metal Storm clone is just way to complex for me right now, so I'm working on a vertically scrolling platformer instead (something like Kid Icarus). This is what I got so far. You can disappear from one side and reappear from another.

#gamedev #SFML

xianc78 mastodon (AP)
gamedev

Added platforms. To stand on. There are also platforms offscreen to prevent the character from falling in the "transition zone" between wrapping to the other side of the screen. Something to keep in mind when implementing an actual level format and level editor.

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xianc78 mastodon (AP)
gamedev

Added platforms that you can jump onto from the bottom, but proper collision detection still needs to be worked on.

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xianc78 mastodon (AP)
gamedev

Added the first enemy. It just walks back in forth right now. It doesn't even take or do any damage, at the moment.

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xianc78 mastodon (AP)
gamedev

Added HP (which you can't see) and sprite flicker when you get hit. I normally put stats like HP in the title bar before adding a HUD, but that didn't show up in my recording.

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xianc78 mastodon (AP)
gamedev
And somehow they didn't show up in my recordings, despite me unmuting the desktop audio.
xianc78 mastodon (AP)
gamedev

Created a new type of enemy. It moves in a sine curve. Though the movement needs some tweaking if it is going to spawn in groups like this.

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xianc78 mastodon (AP)
gamedev

Added a basic HUD. It's just text right now, but I plan on replacing the HP text with an actual health bar.

Right now, I"m suffering from writer's block on enemy design because I can't come up with new enemy ideas. Maybe I should replay Kid Icarus for inspiration, but I don't want this to be a straight up clone of the game. I always try to come up with at least something different.

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xianc78 mastodon (AP)
gamedev

Added a Game Over and Title screen. Both are currently blank and are red and black respectively.

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xianc78 mastodon (AP)
gamedev

Added a new enemy. It attacks when in line of sight of the player. It still needs tweaking. The placeholder spritesheet has unequal sizes for the sprites.

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xianc78 mastodon (AP)
gamedev

Got the enemy to attack when the player is at most, 4 tiles away from the player and is facing the player. Though admittedly, it should be lower. I was just testing the conditions and I will lower the range to make it more reasonable.

I also got the hitbox to change size during the attack, but that's not demonstrated in this recording.

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xianc78 mastodon (AP)
gamedev

Tweaked the range to be more reasonable. Ideally it should be within stabbing distance.

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xianc78 mastodon (AP)
gamedev

Added a lives counter to the HUD (was there before but it was just text and I removed it when adding the health bar). Right now, the icon is a coin because I'm borrowing HUD assets from a previous game project which didn't have an icon to represent lives.

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xianc78 mastodon (AP)
gamedev

Added an "open door" animation when you reach the exit. Now, you have to press the down key to proceed.

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xianc78 mastodon (AP)
gamedev

Replaced the solid color tiles with an actual tileset. It's still a placeholder though as it is from another game (Mario Bros.).

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xianc78 mastodon (AP)
gamedev

Added a menu, imported from my last game. Not sure if I will have high scores for my game though.

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xianc78 mastodon (AP)
gamedev

Just got started with the level editor, but it's not functional yet and my meds are wearing out, so I have to work on it later.

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xianc78 mastodon (AP)
gamedev

Level editor is now running, but it's nothing, but an all brick background. Bare with me!

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xianc78 mastodon (AP)
gamedev

You can now place brick tiles in the level editor, but that's basically it for now.

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xianc78 mastodon (AP)
gamedev

It's been a while, but I finally decided to take the gamble and use my dying laptop to add the ability to change which tile to place in the editor.

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xianc78 mastodon (AP)
gamedev

Added a UI bar at the bottom which displays the current tile. I also added a yellow outlined rectangle which represents the area that is actually seen in game. Since the player can walk to one side and appear at the other, I have to include tiles that appear offscreen, so naturally the editor window is larger than the actual game window. This outline shows what will actually be visible.

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xianc78 mastodon (AP)
gamedev

Level editor can now load levels, though it can only load the tiles and you still can't save.

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xianc78 mastodon (AP)
gamedev

Game objects (only hearts) can now be placed in the editor. The editor now supports saving, but only the tiles.

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xianc78 mastodon (AP)
gamedev

Editor now supports all current object. You may notice a bug in this recording after saving with the fourth enemy being in a lower y coordinate after reloading the file. That's due to the fact that this particular enemy is larger than the game's tile size. I'm working on this issue right now.

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b e a r d mastodon (AP)
gamedev
looking good!
xianc78 mastodon (AP)
gamedev

And here is the level in the editor.

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xianc78 mastodon (AP)
gamedev

Actually creating levels in the editor now. I'm not the best level designer. I kind of create the level as I go and my editors aren't very robust, but make makeshift editors are much better than creating levels from a text-editor.

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xianc78 mastodon (AP)
gamedev

Added a turret that shoots when in line of sight of the player. I will probably adjust the firing rate though.

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xianc78 mastodon (AP)
gamedev

Levels can now have a blue background. Now you can have levels either in a cave or in the sky, I guess.

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xianc78 mastodon (AP)
gamedev

I'm now using triple digit values for each tile in the tile maps because I've added more tiles to the tileset and it gotten to the point that each tile needs a double digit value along with the single digit value that gives the behavior of each tile. Naturally this breaks compatibility with the levels of the older format and I have to convert them manually, and have the reconfigure the level editor as well, but that's the price you pay.

I didn't do it earlier because I didn't expect to use that many tiles. I then decided to include background tiles, so naturally that increases the amount of tiles in the tileset.

You may notice that these tiles are from Mario Bros and CaveStory. I do these as place holders, and I eventually create my own.

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xianc78 mastodon (AP)
gamedev

Reconfigured the level editor to support the new format. I've also added a way to change the tile behavior and view the behavior of each tile in the editor. Tiles without an overlay are background tiles. Yellow represents solid tiles. Dark blue are platform tiles (ones where you can jump to from the bottom). Tiles with red overlays are spike tiles.

#gamedev #SFML

Mr.NutterButter mastodon (AP)
gamedev
coming along very nicely
xianc78 mastodon (AP)
gamedev
xianc78 mastodon (AP)
gamedev
b e a r d mastodon (AP)
gamedev
really reminds me of Mario 2!
xianc78 mastodon (AP)
gamedev
@beardalaxy It's using some Mario 2 tiles as place holders. I've also borrowed some from Mario Bros. and Cave Story.
xianc78 mastodon (AP)
gamedev

I realize that I didn't include support to change the background color in the level editor, so here it is. It is done by pressing the left control key.

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xianc78 mastodon (AP)
gamedev

Added walkable cloud tiles for this particular level.

I have no idea what this game is going to be about. It probably will be a mix of sci-fi and fantasy, at the rate at this thing is going.

#gamedev #SFML

opal hart pleroma (AP)
>super cave world
xianc78 mastodon (AP)
@opal The copyrighted sprites are just placeholders.
Mr.NutterButter mastodon (AP)
gamedev
now that I think about it what are you planning on calling this anyways?
xianc78 mastodon (AP)
gamedev
@Mr_NutterButter I don't know yet. I plan to have a somewhat more fleshed-out story.
Mr.NutterButter mastodon (AP)
gamedev
Story gaming
xianc78 mastodon (AP)
gamedev

Added support for horizontal scrolling levels. Given, that this game is somewhat Kid Icarus-inspired and Kid Icarus did include horizontal levels, I decided I might as well include them.

Including this was a pain as I didn't originally planned to include this. I still haven't included this in the level editor yet, but I think I could get it done. I just feel like the game should be more than about some character jumping all the way to the sky.

Mr.NutterButter mastodon (AP)
gamedev

it definitely adds a lot more depth to the game and you can create a lot more creative levels now.

This kind of reminds me of early Kirby because the large majority of the games were vertical but it did have at least in the beginning of the level horizontal play space.

xianc78 mastodon (AP)
gamedev
@Mr_NutterButter It's not quite Kirby, it's either horizontal or vertical. Kirby has levels that have both.
Mr.NutterButter mastodon (AP)
gamedev
I'm just really biased Kirby was my favorite game series especially the older series.
xianc78 mastodon (AP)
gamedev

In the level editor, I had to change the camera controls from the arrow keys to WASD because the left and right keys were giving me segmentation faults for whatever reason. Luckily, I can still use arrow keys in the actual game.

#gamedev #SFML

xianc78 mastodon (AP)
gamedev
Honestly, having a compiler/debugger telling you exactly what went wrong is something I like about higher-level languages like C#, Java, or Python, instead of this "segmentation fault" bullshit.
binkle pleroma (AP)
re: gamedev
does MSVS/GDB give any useful info?
xianc78 mastodon (AP)
re: gamedev
@binkle I ain't touching Visual Studio. I don't know what GDB is. Is it GNU Debugger or something?
applejack mastodon (AP)
re: gamedev

@binkle What the fuck. And how long were you using C++? Ye, it's no wonder segfaults were an issue

compile with -g
run: gdb ./program
type: start
it tells you exactly where it segfaulted with 10x more useful info than you'd get in python or something. Type `p x` or `p *foo.bar` or whatever to inspect variables, bt for a backtrace

xianc78 mastodon (AP)
gamedev

I found the problem with the segfaults. I was already using the arrow keys for changing the facing direction of a select object and I forgot to make the current object pointer null by default. I'm probably going to stick to WASD for camera movement though.

#gamedev #SFML

xianc78 mastodon (AP)
gamedev

Created a horizontal sky level. I'll probably have this level come after the vertical mountain climbing level.

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xianc78 mastodon (AP)
gamedev

Created the first boss fight. It takes 60 hits to kill. I plan on having it shoot homing attacks at the player.

#gamedev #SFML

xianc78 mastodon (AP)
gamedev

Created a second boss. Currently, it's using the same placeholder sprite. This one jumps. I might have it shoot between jumps.

#gamedev #SFML

xianc78 mastodon (AP)
gamedev

For whatever reason, I get this random bug that causes the sound effects to be high pitch. It only happens on my new System76 laptop and I don't know what is the cause. It's completely random. Sometimes, it sounds normal. Other times, not so much.

#gamedev #SFML

xianc78 mastodon (AP)
gamedev

I've added a freeze frame after defeating a boss along with explosions. Ignore the high-pitched, corrupt sounds and me breaking the golden rule of keeping the cursor out of the recording.

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xianc78 mastodon (AP)
gamedev

So apparently, I broke compatibility between my game and level editor and I'm still trying to figure out how.

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xianc78 mastodon (AP)
gamedev

Ugh. Incorporating horizontal levels in a vertical platformer has made the code a huge mess.

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xianc78 mastodon (AP)
gamedev

Fuck it. I might have to scrap this project. I can't constantly tinker shit. And deal with broken compatibility with the level editor and game itself, while also having two modes.

I might redo the dungeon crawler project since I've been working a lot on procedural generation.

#gamedev #SFML

xianc78 mastodon (AP)
gamedev
I really do hate scrapping projects, but I seriously can't deal with this tedious shit right now.
Luke pleroma (AP)
Sorry to hear that. For what it's worth this looks like a fun game to play.
xianc78 mastodon (AP)
@luke The biggest mistake was shoehorning in horizontal levels into a game the originally only supported vertical ones.
Luke pleroma (AP)
It sounds like that would add variety to keep the game from getting boring, but feature creep can kill projects for sure. What exactly is the problem?
xianc78 mastodon (AP)

@luke For vertical levels I have the player go from one side to the other. This required me to include tiles offscreen. I shoehorned in a horizontal mode, but that required extra code (like repositioning the camera). Too make matters worse I was also working on the level editor so I had to shoehorned those features as well.

Some levels ended up looking corrupted from the level editor to the game itself as a result and I was constantly fixing it.

moto x3m
C'est tellement fantastique

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