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

Gravity Shift Progress - 12/05

On Sunday, December 5, 2010 0 comments

RThis week was another busy week for all my other classes but I did find time to add some new features. First, I fixed some small bugs here and there in the level editor. I also added the ability to use triggers and to translate them and run them correctly. The trigger I made, adds a force to any item that is within the defined range(changeable from the level editor) with a force that is changable from the level editor. The trigger can also be a square or a circle collision. I also spent some time completely rebasing GameObject construction through all its children. This passes the translated entity info to the object so each one can translate itself however it wants. I also fixed the camera, which looks tons better than it did.

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Gravity Shift Progress - Monday 11/22 WAY BEHIND :S

On Monday, November 22, 2010 0 comments

I don't know why I keep falling behind now, but I apologize first off. Between Thursday and Tuesday, I was not able to get any work done at all, except for getting our program upgraded to 2010 and XNA 4.0; Between Tuesday and Thursday, I coded up the translation process between the level editor and the game. This includes launching the game from the level editor, and converting the xml logic into Game logic. Also, this includes fixing all the bugs that arose from this. Since then, I have not had time to work on any more of the project. Its been pretty busy lately but I should have a lot of time the rest of this week(after Thanksgiving :D)

Gravity Shift Progress - Thursday 11/11

On Thursday, November 11, 2010 0 comments

This might seem lazy, but class is starting right now, so here's all my commits I did since Monday.

commit 645ba7dd956d44892afa3acc028fe4ced2b17ea4
Author: Tyler Robinson
Date: Thu Nov 11 14:11:06 2010 -0700

Update Additional Properites.
-Now allows loading and saving of entity properties. Also, set up for editing individual entity property values

commit 5867090c50cb90e026b3af7843cfeeb957ad0b3b
Author: Tyler Robinson
Date: Thu Nov 11 13:56:19 2010 -0700

Update Additional Properites.
-Now allows loading and saving of entity properties. Also, set up for editing individual entity property values

commit c51c2fe3ffe609f7903ea25d7fa3356cbcba40d2
Author: Tyler Robinson
Date: Wed Nov 10 17:39:39 2010 -0700

Integrate Save/Load for everything

commit ab6c709655871619010bbb7b8246f21c423ca08e
Author: Tyler Robinson
Date: Wed Nov 10 15:58:19 2010 -0700

Fix Row/Column initialization and Add manual Double Buffer

commit d18d297f97271ec5e369f07147187a8138d9d1f7
Author: Tyler Robinson
Date: Wed Nov 10 08:53:56 2010 -0700

Add some comments and fix an error with Select tool

commit f84f35f57c8f89979c795c67f76a944a8c2919e5
Author: Tyler Robinson
Date: Tue Nov 9 23:17:13 2010 -0700

Fix multiselect
-Relocated the drawing points with the drawing offset. Why this worked before and stopped? Who knows.

--Flicker is nearly 100% gone, and definitely good enough to leave be for now
(maybe come back in the future but I don't know why we would).

Definitely release quality at this point(minus few missing features)

commit 3120322c27c5116ccf2ef702419ae0b6180383f9
Author: Tyler Robinson
Date: Tue Nov 9 21:59:25 2010 -0700

Major improvement in flicker issues. Still exists but much better now(Completely usable now)

commit 10b02b9f518504ce5a5b83417c682f501fd8408e
Author: Tyler Robinson
Date: Tue Nov 9 21:27:24 2010 -0700

Add some movement prevention code. Keeps things on the grid

commit dc4b4b17e8b0d124ddfcd3899e77b39fa145983d
Author: Tyler Robinson
Date: Tue Nov 9 21:03:07 2010 -0700

Fix some flicker in Depaint

commit b411fb3de9706270a586a2f7560fc405fed934d0
Author: Tyler Robinson
Date: Tue Nov 9 14:42:57 2010 -0700

Bug fix, Bug fix, Bug fix, Bug fix...Other stuff...New things :D

commit f38e624094a29a3ea124e82991039777395e7fb2
Author: Tyler Robinson
Date: Tue Nov 9 02:06:34 2010 -0700

Better Multi-Selection. Looks wonderful...Check it out :D

commit b1bb75adcf6fb88a5261abdc8a1306dfa738b04d
Author: Tyler Robinson
Date: Mon Nov 8 23:43:23 2010 -0700

Merge the 2 GUI's.

This might be summarizing too much, but I've been cranking code better if I don't focus on updating the blog, and since I am posting my progress every time I finish something, why not use that :) Next week will have clearer posts, I hope :D

Gravity Shift Progress - Monday 11/8

On Monday, November 8, 2010 0 comments

Kinda fell behind this week. A lot, a lot, a lot of work has been finished though which I think makes it worthy.

Thursday Progress-
Added a GUI to our backend. Extremely simple but most of it worked as expected, most of the time.
This was shown in class, and was taken very well(I was actually suprised).

Since then, I've been cranking out features. You can now create entities and change their properties. It adds just fine and saves all of this info perfectly. We can also change the background now, there is cleaner drawing, beautiful zooming in and out, selection for single-select and multi-select which draws a selection indicator, better entity movement, and more. I've been just cranking code(as I know my time is little), but its turning out very well and so I'm motivated to keep pumping out more code.

The next plan is to work this code into Jeremy's front end, which shouldn't be too hard since he gave everything the same name, or nearly the same name. Just need to find time to do it.

Gravity Shift Progress - Tuesday 11/2

On Tuesday, November 2, 2010 0 comments

A ton of progress this week, but still not as much as I hoped. I have been working on the internal parts of the level editor, and have reason to believe that adding one or more entities, removing one or more entities, selecting one ore more entities, copy one or more entities, cutting one or more entities, pasting one or more entities, undo any of these operations, Redo any of these operations, and some pixel to grid conversions. There is other stuff but I can't remember all of it...It was a lot of logic and a lot of hours that I pushed into it. I've also been managing the Git stuff, and helping everyone who has issues(merges conflicts have been issue lately, so I'll be writing a reference for that soon).

Waiting on Jeremy's front end before I can test this stuff, but its moving nicely on my end.

Gravity Shift Progress - Thursday 10/28

On Thursday, October 28, 2010 0 comments

Not too much to report today. I've had a pretty busy week with CS4400 and life in general, so I didn't get much done outside of class. Here are the things I did do(including class):

Got the team up to speed on the level editor design. It went pretty well, but we won't know how good or bad the design is until we jump into the work(which I am hoping for a full lab day today so that we can collaborate on the ideas.

All of our CS guys have been able to update to git, which I have fully merged yesterday. We also uploaded the level editor into our project, so the group should be able to easily download the code without any real work. I think that now we have a firm base on workflow, we should be plowing through from here on out.

Lastly, I reviewed the Evil list a little bit. I do believe that its a doable list to work around but some of the things that we have to guarantee really sucks(like absolutely no bugs, whatsoever). I guess we will see how this goes but I plan on bringing it up in the Stand-Up meeting.

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