Lovin the game title and the screenshot. Good luck in the competition!
Lovin the game title and the screenshot. Good luck in the competition!
Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.
Hi Chris! Welcome to PGD, hope you enjoy your stay
The game is looking mighty fine, and I am looking forward to playing it...good luck!
Just stick at it and you will get better and better before you know it
cheers,
Paul
Games:
Seafox
Pages:
Syntax Error Software
itch.io page
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http://gameknot.com/#paul_nicholls
Thanks for the kind comments so far, guys
Once I've got the collision system properly working I'll throw up a copy of it so far to Dropbox for you guys to try out if you want, although other than art and adding menus I wouldn't expect it to change dramatically over the next week.
Looking forwards to everyone else's entries too
There is an ftp for this... But I must myself admit to using the dropbox method all too often
Anyway, looking great so far, I'm doing an architectural re-write so I look forward to trying this one out, or at least seeing more of it ovver the last 8 days of the compo
I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.
A knight chopping up green no-good-whatevers? Yes, why not? I like 2D games, they are so easy to grasp, you can focus on gameplay instead of messy 3D geometry.
How do you represent the ground? Are you testing background pixels, do you use a mask image or something else?
There's two images, the drawn background image, and another which is transparent with black pixels over it which is the collision mask. The game loads up the mask, extracts every fourth pixel for the alpha value, and then the player and other game objects use that array of values to check whether it's solid or not.
Since OpenGL can't hold textures larger than 1024x1024 (or so I've heard), I've had to split each level into multiple collision masks. Having a little trouble getting collision to flow seamlessly from one mask to the adjacent ones, but It's coming together.
Edit: I only decided to use (what I assume is) a needlessly complex way of doing it because a) I wanted my artist and myself to have freedom making the levels however we wanted, which when using a tile system can be limiting, and b) I may as well learn how to do something new if I get the chance
On this... the 1024x1024 texture size limit depends on your computer's hardware. Newer more powerful cards can go higher than this, just be sure to choose a texture size that will match those generation of systems which you want your game to run on. 1024x1024 is a good size for most systems there days, however many would be able to do higher such as 2048 and even 4096 for the higher end video cards.
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