Fixing collision (Recap of my day)
Honestly, my collision code is still a mess. It could still use some TLC. But hey: At least it works now. I apwnr the whole day working on collision. The initial problem was so dumb, I can’t believe i didn’t notice it sooner. The problem was, it would cycle through each tile until it found one that it collided with, push the player outside of the box, then break. And I understand why I did it that way. Because it worked, most of the time. But there were two cases where it didn’t work as shown below:
Read moreJump And Shoot Man
Hi, I’ve decided to use this blog as my general software development blog. So, not just for Punching Out Cthulhu (which is still in development, albeit slow development), I figure people who follow my personal blog probably don’t care (although I doubt many people really care about what goes on in my normal life, heh) and not even just limited to game development. Here is progress of another game I’ve been making. It’s not much right now, but please check it out.
Read moreXML Parser
Punching Out Cthulhu isn’t dead. Its code is being ported to C++ and SDL. Here’s a shot very early in development
Read moreXML Parser
Today, I finished the majority of the code for the XML parser. Previously, the enemies and levels had to be hard-coded within Java, and making them could be tedious. I felt like that solution was a little too messy, since my files were seriously getting to be a couple thousand lines of code after programming a couple enemies. I still have to translate this code to XML and get some kinks out and debug (not exactly as easy as it sounds, however…), but this looks like a promising future for my game and should make development that much faster!
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