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gamedev 

Added a second level. It's just a desert version of the first one, but that's because I'm testing support for multiple levels.

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gamedev 

Added a title screen, which is just black right now.

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gamedev 

Added lives to the HUD. Now it's actually starting to look like a game.

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gamedev 

Updated the hud. Now, it displays which power up you have along with the ammo.

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gamedev 

I realized that you can have outlines in TTF text, so no need for bitmap fonts.

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gamedev 

Mines and missiles have limited ammo now. I've also added a HUD. It's just text and it uses a TTF rather than a bitmap font. Bitmap fonts seem to be difficult in SFML. Supposedly, vertex arrays solve this problem but I haven't tried them yet.

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Every Zelda clone fan and Genesis/Mega Drive fan keeps on saying that this is a hidden gem, but I don't see why. It's good, but it pales in comparison to Zelda. It's pretty linear (uses the Mario style level select for the overworld), lacks sidequests, and using animal partners in place of items doesn't sound appealing to me at all.

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