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Jan 30th, 2010, 10:03 PM
#1
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Feb 4th, 2010, 06:49 AM
#2
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Re: Bouncing Beach Balls
Still in progress ...
I defined the basic rules for the game and am now able to move the "player".
I took a short detour - creating a small animation test application to preview animations
The animation tool can grid cut a texture with the animation. Preview it and also generate a single line of code with the coordinates for the animation so its easy to paste into the game scene.
I also added a few generic features:
a) DrawFilledTriangle .. and one more that has transparency and texture
b) Shadow for sprites. (enabled or disabled)
c) Global shadow parameters are offsetX, offsetY, shadowgrey (how black is the shadow color) and shadowDepth ( how much larger is the sprites shadow compared to the sprite itself )
d) Shadow feature works with all other sprite features including "robots" and animations
Im quite happy with the Shadow feature - its easy to use - just a single line of code (and a property on the sprites that wants to have shadow)
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Feb 18th, 2010, 05:35 PM
#3
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Re: Bouncing Beach Balls
ehhh .. well the original idea for the game play rules turned out to be.. eh.. well boring and difficult to play.
I got the Physics engine running and a huge amount of beach balls are now bouncing around and into each other .. that part looks great so now im looking at perhaps changing this into a "Filler" type of game .. while i try to sort this out i have been doing some more updates to the game engine itself.
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