Monday, November 22, 2010

updates!

So I've been kinda busy on a new little side project that I'm hoping I can use for some of the cases, as my main game is kind of restricted when it comes to terrain and enemies.

It's called JETBLOCK, and you can take a look at it on my new 'Games' page: http://games.luxus-elg.net

The 'side project' was quite a learning process, and I've now got a good grasp on movement and trigonometry, which I will make good use of when completing the ninja project.

I still have loads of work to do, and almost no time to do it in, but I like a challenge.

Wednesday, November 10, 2010

End of case 5, start of case 6

So yea, case 5 is pretty much done..

I'm currently working on implementing offset values, so it will be possible to go further up and down than my boundaries currently allow by offsetting the entire level.

more later, busy now

Wednesday, November 3, 2010

About cases 4 and 5.

Case 4 had us set up keyboard movement and boundaries for the character. Seeing as this was already implemented in my current build, I decided to shift my focus to other stuff.

Stuff like collision detection.

This is where my current knowledge begins to test its limits, and I really have to read up on the subject.. I've got it working to some degree, but way too much is hard-coded, and I need to setup some kind of dynamic hittesting vs whatever I want to throw at my hero.

So, two kinds of collision detection, then.
I need one for basic platforming, and another for picking up eventual powerups and combat.

As for combat, there are no enemies yet, but the first one should be done as soon as I get around to drawing him. :)

Powerups.. Well, I don't really know what I'm going to do about that yet.


Regarding case 5... Fuck.
Sprites, eh?

Well.. Seems I've got my work cut out for me.
I've got to rewrite the character class completely, and separate the animations to different movieclips. Great stuff.
Luckily, I've already got some rudimentary collision detection I can implement into the new control scheme the case requires. What I'm going to do about the ground remains to be seen, though.

Maybe I'll just scale the whole damn thing down a notch? I really don't know. We'll see.