Monday, April 26, 2010
Publishing your Game
The best moment I experienced while creating my game was finally getting dynamically spawned enemies to despawn and splice from my enemy array. The worst moment was trying to figure out how to complete previous statement.
Friday, April 2, 2010
Debugging
When I actually think of how many times I've had to debug my code, it boggles my mind. Trace has to be one of the biggest helps so far, and I've also learned how to interpret compiler errors pretty well.
Coding "Enemies"
Coding enemies is something I have waited to do since I joined the gaming program. It's the first time since my compsci classes that I've been able to make (although somewhat basic) AI, and it's something I can interact with via a game.
Running, Jumping, etc.
This topic was a capstone of sorts for my platforms game. Now the hero in my game can accelerate slowly, jump onto a platform I've created, and even slowly fall from it.
Platforms
The Platforms topic was interesting for me, to say the least. Ever since the days of Mario, I have wondered how Mario has been able to stand on a platform, sometimes even jumping through it. Maybe my game will have a secret flute, too?
Drag and Drop
This topic will also prove helpful. Drag and Drop can be applied to lots of things in my game, namely my inventory. Drag an inventory item to either the player or an NPC, and drop it for an effect.
Character Effects
When we touched on this topic, I was very please. Parts of my game are gonna have duel-like sequences, and this topic covered how to do things like fade in and fade out.
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