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gamedev 

Player can now take damage. Game Over screen is just a white screen right now.

Oh yeah, I've also fixed the bug, but I didn't feature that in this recording.

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gamedev 

The player now knocks back when colliding with the enemy. And I've encountered a bug during this recording.

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gamedev 

You can now kill the enemy. Deleting the object is so much different than what I'm used to. In C#, I could remove the object from its respective list within one of its method because it would be garbage collected. In C++ I have to delete the object outside of the object itself.

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gamedev 

The enemy now has random movement, but no collision detection.

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gamedev 

Created my first enemy. All it does is move down. It's hard-coded into the level (it's not in the level file). The octorok sprite is just a placeholder (if I even plan on releasing this).

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gamedev 

Horizontal scrolling with player movement has now been implemented.

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gamedev 

Now the camera vertically scrolls with the player's movement. Horizontal camera movement hasn't been implemented yet.

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gamedev 

Got a camera to work. It's manual but if I plan to actually finish this game, I would probably have it scroll based on the player's position and movement. You can also see that there are tiles outside of the camera bounds. Those were left in by mistake.

SFML has a built in camera called sf::View. It's pretty weird. I'm used to having a 2D camera origin being at the top-left corner just like sprites, but the origin is actually in the center which is something I need to get used to.

I mean, it's kind of justified because it also has support for rotation and zooming (things I have never used). I'm just used to implementing my own camera system and just drawing sprites based off of their positions and the camera offsets, but that not an option here because sprites are automatically drawn based on their position (no manually drawing here).

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gamedev 

Now there are three levels, all of which are derivatives of each other.

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