Friday, November 30, 2007
Oh, Nevermind...
Wednesday, November 28, 2007
Me vs. Collision Detection - Part 2
For the past week or so, I've been struggling with getting collision detection to work properly in SWORDS.
The algorithm I use works like this:
1. Check map for "solid" tiles.
2. Store the solid tiles' coordinates in a structure array.
3. When there's input, check to see if the player sprite will intersect with any solid tiles.
4. If yes, don't move the sprite. If no, move the sprite.
For you programmers out there that might be able to point out any possible errors in the algorithm, leave a comment or drop me a line on the forums.
Sunday, November 25, 2007
Thursday, November 22, 2007
Forums!
You can get there by clicking the link below or by clicking the link on the right (under links).
http://s3.invisionfree.com/Kevlar_Games
Not a whole lot there yet, but hopefully you'll all join up and we can chat in a manner that's a little more sophisticated than the comment pages.
See you there!
Monday, November 19, 2007
Saturday, November 17, 2007
Updates...
You might be wondering, "What person in their right mind would call a game SWORDS if it's about tanks?"
It comes from a modern combat weapon that has been dubbed S.W.O.R.D.S., and you can read more about it here: http://en.wikipedia.org/wiki/SWORDS
I also wanted to post a screenshot of the latest build:
http://i138.photobucket.com/albums/q252/XtrmBean2/SWORDSsshot3.png
Most of the graphics will hopefully be totally different in the final version. As of right now, they're all placeholders.
As far as the programming goes, I've been trying to get the collision detection working properly, but it's been giving me a little bit of trouble. No big deal, though. I've gotten past trickier bugs in the past!
So that's about it. More updates to come!
Saturday, November 3, 2007
The New Game
Well, now that KevEngine 2 is totally finished, I'm back to writing actual gameplay code! Because I've changed the game's design a little bit, I feel like I should write something here.
While nothing is totally written in stone, I'm changing the idea of the game being a multi-directional shooter to a vertical shooter. I was playing through Raptor: Call of the Shadows and Demonstar the other day and I decided to have a go at doing another vertical shooter. The game is still centered on the idea of modern tank combat and will still feature multiplayer.
I'll keep you posted!
Thursday, November 1, 2007
Happy Halloween!
Anyway, hope ya'll had a fun Halloween and didn't get too much toilet paper on your property!