gamedev
Work a lot on the level editor. I've added edge tiles, but this caused a problem with the level format because the number of tiles is now in the double digits and I was using two digits in the tile maps. The first determined if the tile was drivable or not and the second was the index of each tile. I had to make the tile maps triple digits now because of that.
gamedev
So, I think I fixed the lag problem, key word being "think". So, in SFML, you have two objects for sounds: sf::SoundBuffer and sf::Sound. The sound buffer just loads the sound file. And sf::Sound is an instance of said sound with a pointer to the buffer. Up until now, I have every game object holding all of the sounds they play in their own sf::Sound objects. I thought it wouldn't be a strain on the memory because the actual sound data is stored in the buffers, but now I have a singleton class to handle all the sound playing.
I've noticed that there is somewhat less lag when there is a clutter of cars, but I haven't truly verified that yet. I haven't done it on a huge cluster of cars. Anyway, this should be a good thing, because the game is piss easy right now with amount of enemies on-screen.
re: gamedev
re: gamedev
@coolboymew Yes. I thought about doing another shmup, but I didn't want it to be about spaceships or planes this time, and I know next to nothing about "magical anime fairy/witch type shmups", so I went with the Spy Hunter route. The challenging part is dealing with car physics. Namely, bumping into other cars.
re: gamedev
re: gamedev
@Rocket As a kid, I would play the flash version all the time on Midway's website.
gamedev
Added animated tiles (water).
#gamedev #SFML