Saturday, November 27, 2010

Slowing down

Work starts on Monday (first day at a real software company, yay), but that means progress on hq will be slowed.  Anyway, things I've done since the last update:
  • background animation
  • parallax scrolling (includes acceleration/deceleration)
  • parsing character attributes (walking frame rate, speed, etc.)
  • linking character attributes with the processor
  • linking map friction with object behavior
  • object points for maps (creating objects at the start of a game)
  • correcting data parsing (various bugs)
  • pulled out the frame element parsing from the Frames class into a common parser so that the code can be reused (instead of duplicating the object point code into the Map class, a single call to the corresponding function can provide the same functionality)
Also, here's a video of the camera scrolling + background animation:



I plan to get platforms working next, but still thinking about the design (the last one had to perform operations on platforms in multiple places, going to see if that can be reduced and contained).



Azriel~

Friday, November 19, 2010

Maps


Exams over - time for an update. Cleaned up the loading code so it's easier to add objects to the game without having to recompile, and also wrote code for maps - analogous to backgrounds in Little Fighter 2.  However, maps will be more interactive and dynamic.

The syntax differs slightly from the LF2 background data files - filled rectangular areas now use rgba values to specify the colour, and pngs are able to be used for the images. The transparency tag hasn't been implemented, as you may use pngs if you want to have transparent areas in a layer

TODO list for maps:

  • parallax scrolling (with camera)
  • animation
  • layers that render over characters
  • linking map data with objects (bounds, friction, etc.)
Other things to do in the near future are opoints and interaction.  That's all for tonight.



Azriel~