Showing posts with label Game State Management. Show all posts
Showing posts with label Game State Management. Show all posts

Tuesday, August 19, 2008

Level transitioning: GREAT SUCCESS!

Hurray! After putting in a fair amount of work yesterday and today, I've gotten the level transitioning to work. Now--shock and awe--when you get to the end of one level, you can move on to the next! WTF!! The future is here!!! (The next level here is exactly the same except with gray bricks instead of red ones, but it is an actual separate file.)

The only thing I really need to do is make the transition prettier (since now all it does is just stop and immediately load the next level). I'll need to flesh this out a little more over the next couple of days, but I'm pretty happy with what I've got going on right now.

I'm gonna spend the bulk of my time in the following week designing some new levels and some new blocks and enemies. I'd like to get a solid four levels together just to mess around with and show off to people. That'd be nice.

On an unrelated note, I finished Braid today and it was absolutely perfect. If you haven't bought it yet, buy it NOW. It'll be the best gaming purchase you could possibly make.

Video:
ExtinctaLevels (720p, 14.4mb download)

Sunday, July 20, 2008

Game State Management: Progress!

Due to some stuff in the real world, I haven't had a lot of time to work on Extinctathon in the past week. Still, I had a chunk of time this morning, and I started making headway with implementing the Game State Management Sample without (completely) breaking the game. What actually happened was I started doing that, got fed up, tried to roll my own solution, realized I needed everything the GSM Sample did, but my version would be kind of crappy, so I started over using the sample.

So, yeah. Lots of back and forth. I got Extinctathon to work with the menus, pausing, stuff like that, with a few BIG issues.

  1. The collision detection is broken. It was dependent, before, on the input handling, collision, and updating to be done in a specific order. This had to be moved around to accomodate the new changes, and it no longer works in certain situations. This should show you how shitty my collision stuff is. It need to be completely reworked.
  2. Some minor stuff with the music. This should be easily fixed.
  3. There's a weird bug when you exit out of the game to the main menu and then start a new game. The program crashes and throws an error I haven't seen in C# before. I'll mess with it later.
Video later on.

UPDATE:
The collision detection has been mostly fixed. It's better, with a couple of exceptions, than it was before the game state management was implemented. The main bug that's left is that, when pressing up against a stack of blocks and falling, the player can get snagged on the corners of the blocks which prevents him from falling. I'll take a look at this over the coming days. I'm kind of tired of working on this at the moment, so I'll take care of that later.

The audio bugs remain, but I know what's causing them and they should be trivial to fix. Hopefully.

Video:
Extinctathon: Game state management and one more collision bug (720p, 9.8mb download)
Youtube