Difference between revisions of "Red Metal"

From WLCS
(11/18/2010)
(11/22/10)
Line 6: Line 6:
  
 
=Development Status=
 
=Development Status=
==11/18/2010==
+
==Nov. 22, 2010==
 +
#Fixed horizontal collision in bottom left corner
 +
#Started on bottom right collision
 +
#Updated with new test map
 +
#Modified placeholder to show more states
 +
 
 +
==Nov. 18, 2010==
 
# The state manager has been revamped with a new system for transitions between screens
 
# The state manager has been revamped with a new system for transitions between screens
 
* Support for custom, interactive transitions
 
* Support for custom, interactive transitions
Line 15: Line 21:
 
# Working on collision detection
 
# Working on collision detection
  
==11/3/2010==
+
==Nov. 3, 2010==
 
# Updated map renderer so now properly renders current view instead of first block of tiles (see below)
 
# Updated map renderer so now properly renders current view instead of first block of tiles (see below)
 
# Added new test map
 
# Added new test map

Revision as of 13:46, 22 November 2010

Overview

Red Metal is a 2D platform shoot 'em up game based off of classics such as Turrican and Ruff 'n' Tumble.

Screenshots

Red Metal (Nov. 5, 2010)
A screen of the physics engine being tested

Development Status

Nov. 22, 2010

  1. Fixed horizontal collision in bottom left corner
  2. Started on bottom right collision
  3. Updated with new test map
  4. Modified placeholder to show more states

Nov. 18, 2010

  1. The state manager has been revamped with a new system for transitions between screens
  • Support for custom, interactive transitions
  • Better back end support
  • Designed so that transitions can be used independent of screen switching
  • Very easy to implement
  1. Fixed animated sprites issue
  2. Working on collision detection

Nov. 3, 2010

  1. Updated map renderer so now properly renders current view instead of first block of tiles (see below)
  2. Added new test map
  3. Working on new transition system to allow for more custom transitions and multiple transitions instead of a single one

Map fixes

Fixed the old system where it would calculate how many tiles could fit on the screen, but would draw the first tiles of the map instead of the current view (startX&Y = 0; draw to tilesPerScreen). Now draws properly using (startX&Y = positionOffset; < size)

Transition System

The new transition system is coded using the animation class so that now each transition can be its own graphic animation between screens. Also designed to be one way, so when switching between screens, 2 different transitions can be used. Pictures coming soon