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Monday, January 23, 2012
New year, new update. So, lets get right to it. I have finished some graphics for the guard. Basically, enough
to get started on the enemy programming. So far, I have the guard doing the usual walking and changing direction
when it comes in contact with a wall. The guard also stops when in attacking range of the player. The guard does not
attack yet, but that well be next once I finish a few other things. For now, the only graphics I have done for the
guard are the walking animation and shooting stance.
In the process I am working on setting up a base class or template. This has all the basic code for which all
enemies human anyways will use. This will keep me from having to write or copy and paste the same stuff over again
for different enemies. One of the good things about object oriented programming. There will be cases where some
enemies will have there own specific code. That is where things are right now. Stay tuned!
Kevin W. Major
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Monday, December 05, 2011
Some time has past since my last update. With this post I bring you new screen shots. They are screen shots
of the player attacking in various ways. The only one you do not see is the player jumping and attacking. I
only have four screen shots setup at the moment. Plus, jumping and attacking is pretty standerd in most arcade
games. You will also notice I have new tile graphics and a backgound. I kind of like the training simulator look,
plus it fits since the game is based in the future or mordern times anyway. I will stick with those for now until
I start working on actual level tiles. I could possibly us those for a training level.
I have started work on sketching some of the enemies you will encounter on the first level. They are mostly
guards, but you might see them on other levels. I plan on having three guard types and the usual different colored
uniforms. What I am going to do is choose one guard type and do all the basic graphics for it, so that I can
program it in. I at least want to get an enemy in game.
While I am on the whole level thing. I decided to take a different approach to how I work on my games. Mostly
working on a level at a time. Before I was basically all over the place without much structure. This approach
should work out nicely for me. Be sure to check out the new screen shots. Till the next update.
Kevin W. Major
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Monday, October 17, 2011
Wow, October! It has been a good while since my last update. In my last post, I was finishing up the player's
attack animations. The attack animations are all done and have been programmed in. I also added the classic
sword slash/swoosh when the player attacks. One of the other things I added was the player's hit box. That was
pretty tricky because I had to take into account the different states the player could be in. Such as standing,
crouching, moving, hanging, scaling the ceilings and walls. The hit box had to be positioned in the right
spot. If the player was crouching, the hit box had to be smaller then if the player was in one of the other states.
Next, I am starting work on the graphics that show when the player is hit. For the most part they will be
templates because the enemies will use them also. Which will help speed things up. Of course they will be slightly
altered a little to fit the enemy type.
As for project 2, that is on hold for now. Silent Blade has a decent amount of graphics to be done, mostly in the
animation department. Once I feel I am far enough along with Silent Blade and have some new screen shots up. I will switch
over to project 2.
That is where things are right now. Stay tuned!
Kevin W. Major
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