I added updates to the enemies, they can now folow you ! Pretty scary… hahaha… I still have to fix a bug on the sprite sheet treatment system and i guess make the enemies actually do stuff !
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I added updates to the enemies, they can now folow you ! Pretty scary… hahaha… I still have to fix a bug on the sprite sheet treatment system and i guess make the enemies actually do stuff !
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I spent a loooooooooooooooooot of time trying to solve a problem, i encountered an exception due to accessing out-of-bounds values in a vector. Ironically, I spent so long debugging without even focusing on the right vector. The issue was resolved in just five minutes! I had forgotten that the entity_base class handled all the weapon management, including sprite drawing. As a result, I was mistakenly trying to retrieve the weapon sprite from the gobelin’s sprite sheet… C++ :3
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I finally understand why is C++ so hated by everyone.
Reformated player.hpp, created a base entity to later on add enemies.
For some reason that broke the sprite sheet code so i had to fix that too, i still don’t understand why it didn’t work initialy. I learned how to use a real debugger (Not just testing by printing to terminal) And i spent hours on fixing the problem with the sprite sheet. I learned how to write a little safer code.
This was a great learning experience, i hated it but loved it at the same time, i’m going to speed up the process to finish in time…
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Nooo don’t hate c++
But I will say it’s not my first choice for a game engine lol
That’s right, what do you use to make game engines btw ?
I finally added a weapon system ! I made it so you can set for each weapon a certain shooting delay, the weapon system is special, you must use your mouse to orient the weapon around the player and then press left click to shoot. For now, the projectiles are simple white circles.
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New advancements ! I made a sprite sheet management class that basically retrieves each animation sequence into a list of list of animations sequences. I also cleaned up the code a bit, and changed the way player movement is managed. Finally i made a new system for player directions. I also changed the sprite sheet to another one : https://greenpixels.itch.io/pixel-art-assets-5
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Finally, the collision system, is close to be finally done ! It took me some time because i tried to make it more complicated than what it really is !
Also started sprinting. It should be working but i don’t understand why, i guess that’s something for next time ! I loved making these changes i learned so much !
Next easy fix : temporarily set the sprite hitbox to a fixed position and size depending on this sprite.
And the collision hitbox (with collide tiles) Should be surrounding the legs only and nothing more !
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I added a functional 2d camera, you can explore the map now !
Next -> Adding collisions and actually making something somewhat close to a map.
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I finally added map rendering, i was kind of stressed out about using the tmxlite documentation because it seemed complicated and i never used a documentation to implement any type of functionality. Instead i used a class made as a template for SFML projects in the official tmxlite repo. its amazing because it just works and i finally have a map that renders in the background with layers ! Woohooo !
Next step -> Viewport movement and collisions !
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I just added classes, my code is much more structured ! I’m still trying to understand how tmx lite works so i can start actually working on maps !
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Added player movement, with animations and made it so i can modify the speed easily.
Next : levels !
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I think that look incredible
wow
I just initialized the project, i will start by creating characters, work on their movement and start with some sort of UI.
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I’m working on my first project! This is so exciting. I can’t wait to share more updates as I build.
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