I promised some screenshots!

Posted by Astryl on Sept. 16, 2011, 2:27 a.m.

One screenshot, to be exact; but I promised.

This is a pic of the fortress, which uses the palette from Megaman 9's fortress intro.

Excuse it's simplicity, but ol' Tesla isn't quite as sophisticated as Wily.

I've already made the fortress intro screen (Plays a little tune, shows the level markers, and

a path being drawn between the levels, and then fades into the level).

Also added a new weapon: A charged weapon similar to your default weapon, but it deals extra

damage (And takes ammo).

I'm going to release a demo of the fortress real soon, right after I add in some more enemies and complete another boss I had planned (One enemy and One boss doesn't cut it).

So, besides that, let me give you another screenshot:

OK, I'll just make mention that I'm officially beyond insane. I have successfully remembered all the code required to create a Window, Menu and throw an SFML render window at it too. Seriously, I never thought I would (or want to) remember the Win32 code, but after I started some basic mental exercises…. bleh. Curse memory retention.

I also happen to remember the Raycasting algorithm off the top of my head, as well as the way to rotate a point in 3D using trig.

The great thing about all this is that I created libraries to remember all this for me.

If you failed to note the irony, then >:{

Anyway, my new library, mwin.h (And it's associated .cpp), takes the 20 lines of code (30+ if you add in proper debugging of the creation process) that seemed so difficult to remember and stuffs it into a box…

Oh, and I wrapped the menu code into a container of sorts. Basically, it uses the name of the menues in a vector to allow easy adding of new menu options, separators, etc.

The only downside to the library is that you still need to handle events (Duh), and create a WndProc. Oh wait, another downside is that you still have to call CreateWindow() manually to add new components to a created window (I plan on fixing that).

Another library I have been working on (And finally cleaned up and split into respective .cpp and .h files) is mio.h.

This is the reason I don't use Python at the moment: Python's only drawcard was it's awesome string handling; specifically split(). Not to mention upper() and lower(). Damned C++ library doesn't even have those >:{

Anyway, I implemented my own version of split(), another function called strip() (removes characters as defined), upper() and lower().

Anyway, with that pointless drivel out of the way, let me announce something else:

Hydra 1.5.3 is coming

Ignore if you fear many-headed beasts of legend or have no use for a C++ based game-engine

Well, that wonderful little startup crash that SirXemic (And others) pointed out for me turned out to be several problems. Number one: The project settings. I had to sacrifice 'potential cross compatibility' in order to iron the one problem out.

The next was that SFML's Window doesn't like HYDRA one bit, so I modified some of the code pertaining to the Engine creation.

The final one was an annoying Segmentation fault that was caused when trying to load a resource that didn't exist (Specifically Music) and not handling that politely.

Otherwise, 1.5.3 (Build 800 something last time I checked) is basically a bunch of bug fixes (Including a faulty compiler target) and some clearer instructions for people who aren't using CodeBlocks.

Extract from the Hydra Installation Manual: RTFM. I like keeping my file sizes down to four bytes or so >:3 Also: Recursion ftw!

Hydra related stuff ended here

So, basically: I'm keeping myself busy. On a side note, I may be releasing some more chiptune tracks soon, if I think they sound good (I was visited recently by a few people who despise chiptune, and I dunno if I can blame them. Some friends of mine seem to think that being born in the waning days of the NES has made an indestructible link between me and the machine; might be true since I own one, nearly 50 cartridge =P)

Note: This blog entry has been copy+pasted from a TXT file I typed out last night at 1AM. I have not proof read it =3

Comments

Cesque 13 years, 2 months ago

Broken Italics tags, can you spot them? ;)

Also, I tried editing your picture to include antialiasing just because I could… actually, I couldn't, because there was no intermediate colour between dark grey and black. Blue didn't work, and empty spaces between lines didn't improve the image.

So I made this small edit:

Can you spot all three differences?

Grand-High Gamer 13 years, 2 months ago

Removed the reflection of the rightmost double-pipe.

Added more shadowing under the skull thing.

Fixed the distortion on the top left panel's edge.

Tabbing between image solves all problems.

Cesque 13 years, 2 months ago

I still think the base of the building looks very bland palette-wise, compared with the towers.

Quietus 13 years, 2 months ago

you have a real chiptune.. thing? that's wicked dude. chiptunes are the shit, i can't believe there are people who don't like them.

Astryl 13 years, 2 months ago

I can spot the italics tags >_> Reminder to self: Don't pre-compose blog entries when you can't think straight.

I might get around to improving the fortress a bit after I've actually added some other stuff to the game (I need more enemies, for instance). But thanks for the… advice.

@hel, Yeah, I make chiptunes quite regularly. https://8bc.org/members/Ciorin/

Though I'm still learning. It's nearly impossible to find any good tips for making chiptune, just criticism.

Taizen Chisou 13 years, 2 months ago

Looks cool, but I'm not sure of what to make of a screenshot of a building and a menu, and not gameplay :D

Astryl 13 years, 2 months ago

I did put up a screen or two, but I'm NOT releasing any part of the game until I feel it's worth it. One boss and one enemy is too little; I've spent the last 3 weeks perfecting the player and views.