Gravity Shift Progress - 11/27

On Thursday, January 27, 2011 0 comments

As of Tuesday, i havent had time to get anything done. instead I've been focused on my other classes which have taken priority in the last couple days. I will, however have some new features added by tomorrow, and expect to see some big progress in the next couple days, so i will update once that happens(if i remember :-))

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Gravity Shift Progress - 1/24

On Monday, January 24, 2011 0 comments

Ok, since the 19th, I have added:

-Progressing levels(You can move to the next level after beating the level without having to go to the selection menu)
-Unlocking levels after you beat the level before
-Prepared the code for future high scores and other planned details
-Modded with the level editor for easier level creation(also fixed some small bugs in the code)
-Got the game on the Xbox...This took a long time, due to some conflicts with certain files in the code I guess. Anyway, it works after making a new project and copying the files over and modifying specific preferences. I went through our code and made some changes to help the transition between the 2 easier, code-wise(things like casting lists of objects from a child class to its parent class is not allowed on Xbox but allowed on the PC). I might figure out a way to throw the Xbox stuff on a separate branch in Git. Anyway, it worked without any speed hiccups but had some layout and audio issues that we are working to resolve.
-Worked on the physics engine with curtis. We talked about a way to prioritize collisions so that immediate action collisions don't disregard sound rules like, rails should always stay on their track. We didn't write much code on it, but I wrote out what I think is a pretty decent algorithm and he was supposed to implement it. We'll see how that goes.

Gravity Shift Progress - 1/17

On Monday, January 17, 2011 0 comments

Oh boy, back to the blogs that I always lose track of :S

Anyway, here's a recap of what happened over the break(that I did during the first week I think)

-Matrix collisions, which basically is a continuously updating grid to allow for easy testing for collisions, because only the surrounding tiles have to be checked for collisions rather than the entire set of game objects

-Wall objects, which basically links touching static objects together so if we have a long stretch of wall of 100 tiles, this is only 1 object in the collision list.

-Thumbnail image saving in the level editor. This has since been modified to shrink the image to a 300x300 image before saving.

-Reorginization of the code. The layout is like this now
--Game contains Load, Update, and Draw and based on the game state, will run the Level, or any of the menus. Each of the menus and the level have an Load, Update, and Draw which updates its individual states when running. They are also able to change the game state using a pointer to the one handled by the game.

Since the break, I've added a LevelSelect menu that uses a page system. It divides all the levels defined into 12 groups called pages(no real division when it comes to the place they are stored, but it seems like this to the user) and the user can flip through the 12 on screen or use the arrows to pan through the pages. I've also went through and fixed some bugs that have shown up in the last couple days. Currently I'm looking into making the level selection work world wide. This way we can unlock levels when beating the previous level, and move to the next level after beating the level. Should be easy but we'll see how it goes

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