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Posts tagged with “game”

 

First pass at a roughly working wall-crawler in Unity.


 

weekly #3 July 29

is here: weekly3

I need to figure out how to get the SWF to load the level from the proper directory as a feather so I can just post these things rather that mucking around like this.

This weekly is probably going to end up being 2 weeks, as we want to spend a little more time fleshing it out. Also, I need to post weekly #2... I forgot about that one.


 

demon - weekly game comp. 1 April 19

it's buggy as hell, and pretty incomplete, but here's the results of our first "make a game in a week" competition. Just learning the ropes of Game Maker, & I was sick for part of it, so all things considered I'd say it went well.


 
SWF feather test
 

coalesce notes (some story) October 26

Idea: (shot down) a domestic drama about the life of the captain of the ship's wife while he's at war. Guns rotate like in Slipheed? Move forward, they spread, move back, they contract. Hold down the fire button & they lock. Need to work on the rotation of ships being part of the Ship class –– have the side-guns locked on to the side of the ship, rather than just have the same movement vector. Because currently they're bumped around by the powerups. Also, they need to be destroy-able. Sprites for the ships + rotation of sprites. Moving background? – that involves redrawing the whole scene. But... don't I already do that? I should draw & erase the ships to a BMP that's the size of the whole level, and then draw the current viewport to the screen. Yes?


My goal should be to make my code as clean & understandable as possible first, & then go back & optimize at the end. For the Gunners, do I have them loop through the objects to pick a target?? Because I don't need to. Naww, I just did extra testing to be safe. Take a look @ my collision code: clean that up. First off, the collision fn. should return a boolean.


Fix the attachments so they don't bounce around. "fix" the missles so they can miss fix the flockers so they're not batshit insane (x,y) of the powerups occasionally gets set to NAN... ?! I'm sure it has to do w/the collision detection on them, which shouldn't happen. Maybe I should check for division by 0 somewhere...