space triangle seeks commentary, criticism, support
Posted: Sat Jun 13, 2015 9:14 pm
For the latest version see my project thread: viewtopic.php?f=5&t=80398
update: camera lock modes are removed, it's just free camera now.
I have been working on this in my spare time for the last week or so. With a lot of these game concepts being new to me, I tend to try to 'just make it work' instead of making it work right, so to speak.
I started off using middleclass for OOP, and kikito's gamera demo to get off the ground, and you can still see most of it in the code.
I also use the HardonCollider library for collisions and it's very good. I quickly ran into an issue where I would spawn a HC:shape inside my entity class, and when a collision triggered, I could not access the class properties of the entity instance. I resolved this by calling spawn<entity>() functions in my game class, which would instantiate the entity, and collider:shape in local variables, then assign the entity as a property of the collider:shape instance. This was the best way I could think of to use entity classes with HC.
I have a toggle-able LOS setting, though I don't think it's very fun without some sort of fog of war/lighting, and I don't know how I would do that. As it is, the enemies seem to pop in and out of existence to the player.
update: camera lock modes are removed, it's just free camera now.
I have been working on this in my spare time for the last week or so. With a lot of these game concepts being new to me, I tend to try to 'just make it work' instead of making it work right, so to speak.
I started off using middleclass for OOP, and kikito's gamera demo to get off the ground, and you can still see most of it in the code.
I also use the HardonCollider library for collisions and it's very good. I quickly ran into an issue where I would spawn a HC:shape inside my entity class, and when a collision triggered, I could not access the class properties of the entity instance. I resolved this by calling spawn<entity>() functions in my game class, which would instantiate the entity, and collider:shape in local variables, then assign the entity as a property of the collider:shape instance. This was the best way I could think of to use entity classes with HC.
I have a toggle-able LOS setting, though I don't think it's very fun without some sort of fog of war/lighting, and I don't know how I would do that. As it is, the enemies seem to pop in and out of existence to the player.