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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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gamedev 

Added power-ups which are stored in wooden-crates. Right now, mines and missiles are stored in crates.

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gamedev 

Finally fixed the collision detection (at least I hope). Turns out that recording the positions of the previous frame does actually work.

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gamedev 

Got the bumper car behavior implemented. Will need to fix it. The car doesn't retract after bumping.

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gamedev 

I think I solved the problems with car physics and collision which is to keep track of the car's position of the previous frame. Up until now, I've been using an object's velocity to handle directional collisions.

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gamedev 

Added a bumper car. You can't shoot it, only bump it off the road.

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gamedev 

Added civilian cars. They are supposed to make you lose points if you kill them, but I haven't made the score visible yet.

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gamedev 

Explosions also happen when enemy cars run over mines.

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gamedev 

Added explosions. Explosions are their own objects.

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gamedev 

Added land mines. I plan on having these as a power up. No explosion animation, yet.

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gamedev 

Spiked Car now shoots spikes when in line of sight of the player.

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gamedev 

Camera now moves based on the position of the player's car in relation to the screen. The further it is from the bottom, the faster the camera and the car moves, just like in the original Spy Hunter.

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gamedev 

Added a scrolling camera. The car seems to be moving faster after dying because it stopped moving and there is no background to show it.

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gamedev 

The dungeon crawler project got too complex, so I decided to abandon it for now. I decided to make a clone of one of my all time favorite arcade games, Spy Hunter.

gamedev 

Created a small "animation" for when you open up the chest.

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