Thursday, 24 December 2009

Happy Holidays

Hope you enjoy the holidays, and have a happy new year (not far off!)

Thursday, 10 December 2009

Little Busy

Currently a little busy on something at the moment and haven't had time to continue development. I will be again as soon as I have finished. In the mean time I've uploaded Nexlib 1.1. Not a lot has changed at the moment, the sprite manager can now load 4bpp sprites and I've changed the vector2 template quite a bit, it's more organised and the naming of some functions has been changed. Also some new functions such as GetDotProduct, GetMagnitude etc.

Monday, 7 December 2009

Programmer Graphics

I'm currently in the process of creating some awful graphics to use in the current stages of the game. Ofcourse changing these graphics for something better will be easy, a matter of placing the newer images in the build, well as long as there of the correct bpp and dimensions.




I plan on next attempting to add some sort of state system to the player. The player will have numerous actions. Some of the include walk, running, stopping when running, jumping, falling, landing, climbing, swimming, pushing, hanging on, being hit, being stunned, getting up, crouching, rolling a grenade and more.

Things such as reloading, attacking (shooting or swinging something) will be done separately, as you can see the stick man image has no arms yet.

Sunday, 6 December 2009

Basic GUI

I decided to make an image to show how I intend the GUI to be.









The expandable equipment and items is shown in the bottom left. From the top left the icons are, "swap last weapon", "expand weapon list", "expand medical list", "expand item list", "expand explosive list", and "interact".

The Top left shows where the character portrait will be, including the players health and ammo. Below the portrait is also the menu button. This will pause the game and bring the menu system to the screen.

Friday, 4 December 2009

4bpp Sprites

I have successfully updated my converter to handle 4bpp sprites as well as updating my CSpriteManager to dealing with them. Onward!

BMP2SPRITE

Nothing to update on really. I'm currently recoding my converter to support 4bpp output. Sorry!

Thursday, 3 December 2009

Sacred Potion Info

Like mentioned before the layout will be similar to Castlevania. It will be a big map split into zones, areas unlock as you unlock the means to pass the obstacles. However unlike Castlevania style games this game will heavly feature the stylus, movement will still be done by the d-pad, but selecting weapons, using items, specials and aiming will be done through pressing them on screen.  I will also add a left-handed mode, allowing x,y,a,b to act as the d-pad.

The game weapons will be more gun/projectile oriented than melee, though there will still be some.