
Click to play Wesley
Bram Van Damme has written a game about a man, a pizza and a whole bunch of rhinos.
He made it for a Belgian magazine called Humo, which runs (or used to run) a comic strip about this guy Wesley. Now, I don’t spreak Dutch, but Bram translated one of the strips for me. It seems Wesley ordered a pizza, but was delivered a rhino instead. He phones the pizza guy, who apologises, and sends along another pizza. Except when it arrives — uh oh, it’s another rhino! And the situation escalates, of course. Eventually the rhinos drink some cola, which solves the problem in a sense, because naturally cola causes rhinos to explode (a fact I did not know previously).
The game pits Wesley against a whole horde of rhinos, trying to stop them stealing all his pizza by throwing cola bottles. It sounds a little silly (it IS a little silly) but it’s actually great fun.
I got to see this game develop from the start, which was really cool. Bram added in the walk-cycles and cola-throwing before I’d even written the animation and shoot-’em-up tutorials!
Play the game here, and leave a comment to let Bram know what you think
By rescue86k
The Counter class: If you completed the 12 part base series, then you know what .as this is. I use the Counter class to show my hero’s health and ammo.
I found the class lacking a few basic functions so I added them.
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By rescue86k
So my game is getting bigger, and keeping on top of lag is a high priority. Saying that I run the fps at 50, I never want it to go bellow a certain amount (such as 30, for a full blown battle, or 45 if only 2-3 objects/NPCs moving around).
Considering a big game, such as your own, you found arrays to be quite helpful. In my game, I have an enemy array (enemies) that checks hitTest() for each wall in the second array (walls) using a nested loop, presented in the base Avoider Game Tutorial. I assume you have completed that series, and you know what a nested loop is so I wont go into explaining it if you don’t mind.
I’m about to add a third array (allies) which will include the avatar in it. Problem with performance is this:
if currently you have enemies with nested walls, then you have that code being checked X times like so:
enemies[# of arguments] * walls[# of arguments] = amount of hitTest checks.
Follow me?
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