Thought I would just chuck in an update to say I'm still working on mine, but in respect of progress its just mostly boring C++ in Visual Studio 2015, and not much to show in visual form, as class design takes longer than game implementation, I have decided to wrap a few of TGC's classes to try to make life easier on myself, so far I have:
Globals.h
Constants.h
Sprite.h/Sprite.cpp
CheckSpriteMoving.h/CheckSpriteMoving.cpp(derived from sprite class also so inherits all sprite functionality)
(
Template.h/Template.cpp obviously as they are pretty much your Generic Windows & Direct X wrapper to load the window and render game items, if it uses the Direct X api that is, It may very well use OpenGL or some other framework)
Today's task, if all goes well will be to write up the base class for Player - (
Player.h/Player.cpp), and then hopefully I can steal that design or even derive it and make an Enemy class, as I am sure they will be very similar in nature for the basic methods/functions. Although they will be Sprite/MovingSprite objects, as these classes were designed to do most of the leg work. (So basically by the end of it if I can keep up an
OOP design I hope to be able to just simply create objects in
Template.h/Template.cpp and just literally call on their methods, and hey presto it's in the game with very little leg work).
e.g -
// in the header
Player player;
Enemy enemy;
// in the main (Begin, Loop, End)
player.CreateSprite();
enemy.CreateSprite();
player.SetPlayerPos();
enemy.SetEnemyPos(); // also both of these overloaded for specifically setting the x & y coords, not to mention the accessors to fetch (get) and return the current sprite pos etc...
others examples might be things like :
player.CheckMovementLeft(); // same for Up, Down, Right, shoot, attack, whatever the player may be able to do (checks arrow key presses)
I'm still deciding whether or not to design a full on input class or whether just to keep it simple and make the above named methods to just check for the certain key presses etc.., I may possibly segregate the Sprite class out and add an AnimatedSprite class yet as well. I'll see how progress goes first.
Anyway, that is pretty much where I am at with it right now. So like I say, aside from the earlier comment above with the image of the animated man, most of my progress is in code form opposed to visual progress. Hopefully once I have the main bulk of the classes written though, I will be able to whip some stuff together quickly and with ease to make a few screen shots/videos of progress.
Cheers
GunnerJnr
Quote: "mrradd"
Wow Missile Strike Clone is looking awesome great work!!!
Quote: "Crazy Programmer
Look at the code I have for my editor in the agk chat. I'm not saying its done right but it works."
I might have to have a gander at this out of curiousity, thanks for sharing, let's hope I can find the link
Quote: "Yodaman Jer"
Remember your own Golden Rule, it is for motivating yourself and pushing yourself to get something done, although it would be nice to have something to show by the end of January, just know things don't always go as planned and bugs hold us back, but that is what 90% of programming is about -
PROBLEM SOLVING!
My motto is '
10% spent Programming, 90% spent Debugging!' and it is very true lol.
So it is very good that you are persistent at working on a fix but at the same time I guess if you feel it is holding back progression and you feel it would be more beneficial to move to Unity, then perhaps you should, but my main point was to say don't worry if by January 31st all you have to show is an empty game window but
20 000 lines of code, because it is still progress and still
100% more than you had on January 1st, and like you also said it doesn't matter if it isn't finished as you can just carry on for as long as you like, it is the taking part and making something that counts.
Anyway I will stop rambling now
A little off topic BUT..
I remember when I was in a
Game Jam once, (held in Luton University) and we had
48 hours to work on a game, we had never used Unity before let alone any of its 2D capabilities (which were brand new back then), we hit a big bug in our code and it ended up screwing us over, we managed to fix it by the last day, but by the end we didnt even have a complete level, we still had the base for a great game if we wanted to continue it, for those of you interested you can play the game
HERE! It was called Trapped..
Controls : (I think, there is a controls page on the menu in any case lol)
A/D = Forward/Backward
W/S = Rotate Left/Right
LMB = Turn torch On/Off - (beware the torch is on a timer and will flicker, then it will turn off when the battery runs down, it can be recharged by being turned off and won't come back on until you do so, but there is no real charge delay so it is pretty instant).
You can only be touched once by an enemy or trap and it's instant death, (you are meant to only have 3 lives but I cant remember if its still set so that you have indefinite lives), there are 3 keys to collect and a door to find to get to the next level, however as stated we never got to finish it so you can collect all the keys, but the exit doesnt work as there is no second level to travel too. lol It was back in 2012/2013 I think. Also my video interview can be seen below: - (from the last day I was tired

)
Both can be found on my site under
'Projects' as well.
http://gunnerjnr.uk
Cheers.
GunnerJnr