Showing posts with label Update. Show all posts
Showing posts with label Update. Show all posts

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~

Monday, March 29, 2010

Translating

Been translating the sourcecode from Java to c++, so far the data part has nearly been done (save for special effects). Haven't properly tested it (for both functionality and memory leaks (no more automatic memory management =z)). Been doing optimizations with the code as well, working with the data as a character array instead of as a string object (for the most part).

Anyways, we've started on openGL in uni, so might work on that in the upcoming holidays, depending on how quickly I manage to finish assignments.



Azriel~

Tuesday, September 22, 2009

Slow motion enabled



I've finally implemented slow-motion with more or less no bugs (at least, I have only encountered one so far which I haven't had time to fix.

Updates:
- Time slow
- Special effects can be set for every object on the field excluding the caster, or for all objects not on the same team
- Objects inherit their opointer's frame speed and degree of time-stop

Bug fixes:
- Floating chars did not work well after the previous re-ordering of the frame processing sequence. This has been fixed

Bugs found:
- Characters can float (watch julian in the video) if they return to the airborne frame just as they are landing.
- Flying characters float all the way to the screen in slow-motion

Next update won't contain "new" features. I'll be focusing on fixing what I already have.



Azriel~