Hello all! As most of you know, my blog and Alex's got blog of the week last week, which is super exciting! Hopefully I can keep it up in the weeks to follow! This week began with a decision to extend the previously-completed level one by adding an underground portion. As I began to work on the design specifics of the lower level, Alex began working on a game over condition, where if the player died, some game over screen would be shown (as of right now, it only shows the title screen, as we have not designed the game over screen. However, as we began testing this, we noticed that our player character would simply fall into the newly-created lower level of the first level instead of dying when falling through our pit hazards. I determined I could fix this problem by simply adding other hazards that don't involve falling, like spikes. However, this opened up an entire new can of worms.
In order to make the spikes hurt the player character, I figured I would need to make them into EnemyEntities, and simply eschew using an image other than the spikes in the tileset. However, this did not work, since the EnemyEntity class called for an image, and wouldn't work without one. I attempted making a new class that extended the EnemyEntity class with modifications, but it wouldn't work with the object pooling function in the MelonJS engine. Next week, I intend to delve deeper than I ever have before: inside the MelonJS engine source code itself, to attempt to determine what's making the existing entity classes pool and my new ones not pool.
Until next week, keep playing our game! :D
http://frobotgame.com/
Friday, March 4, 2016
Related Posts:
This week I dedicated most of my time to developing the next level in our game, one that introduces the new aviary enemy type Alex designed and animated last week. After some minor tweaks to the EnemyEntity class that allowed… Read More
Week 5 This week, Alex and I continued to work out some more game mechanics not included in the base MelonJS engine. My biggest task was to figure out how to make tiles like spikes and acid hurt the player character. After searching… Read More
This week was our first week after our spring break week, and we made a lot of progress! We mostly focused this week on implementing the combat system so the player could damage his enemies through other means than simply jum… Read More
Week 4Hello all! As most of you know, my blog and Alex's got blog of the week last week, which is super exciting! Hopefully I can keep it up in the weeks to follow! This week began with a decision to extend the previously-completed… Read More
This week was pretty productive. We were able to make the attack function work exactly as we wanted it to. When we started the week, we had an attack function that would never stop. Essentially, the player character could con… Read More
Subscribe to:
Post Comments
(
Atom
)
Congratulations on getting blog of the week! I really like the new level and its accompanying music!
ReplyDeleteCongrats on getting blog of the week. I'm really enjoying the game so far!
ReplyDeleteCongrats on blog of the week! You guys really deserved it. The new level looks great!
ReplyDelete