Showing posts with label graphics. Show all posts
Showing posts with label graphics. Show all posts
Sunday, November 13, 2011
Saturday, October 9, 2010
Progress Report (10/09/2010)
As expected, my grad school project did indeed block any work dedicated to TLC. Nevertheless, my school project (Invaders, Possibly From Space) did encourage a few changes to the MHFramework engine. Since all changes to the engine affect TLC as well, I'm going to claim them as accomplishments. Who's going to argue?
One major TLC-related accomplishment was made, however. Check out this screen shot. This, my friends, is a real-time, fully customizable, well-optimized, versatile fire effect provided my brand new MHFireEmitter class! (Part of my new MHParticleSystem set.) Now when a player destroys a destructible container in the game, it can burn for a while before revealing the item inside.
Accomplishments
High Priority:
One major TLC-related accomplishment was made, however. Check out this screen shot. This, my friends, is a real-time, fully customizable, well-optimized, versatile fire effect provided my brand new MHFireEmitter class! (Part of my new MHParticleSystem set.) Now when a player destroys a destructible container in the game, it can burn for a while before revealing the item inside.
![]() |
| "Burn, baby, burn!" |
Accomplishments
- Enhanced the MHScreen class to add additional support for MHImageFont display.
- Added more convenience methods to the MHDisplayModeChooser class to cut down on the repetition of common operations such as calculating screen dimensions. (Need to create a new rectangle class that uses integers by default so I can stop all that casting.)
- Added some static methods to MHGame and MHRuntimeMetrics to simplify the use of the built-in timer. (Need to consolidate those method calls to MHGame exclusively, which can then delegate to MHRuntimeMetrics.)
- Designed and created a general, reusable, parameterized particle framework. Tested it out with a cellular automata fire emitter. Check out the screen shot!
- Server IP address needs to be prominently displayed on the game host's screen, along with instructions to tell the other players of the address. Perhaps as a scrolling marquee.
- Player modes need to be tested for UI, functionality and server registration.
- Single Player mode should not have a lobby screen since there is no one to chat with or "signal ready" to. Instead, the player should be sent straight into the team configuration screen after team creation.
- Spectator modes should not have a team creation screen since spectators are not players. They should go straight from the login screen to the lobby, or to the game screen if a match is already in progress.
- Need to test team color registration for multiple clients. I think the server may be failing to remove used colors from the list of available choices.
- The standalone server app is treating the user as a player instead of a spectator.
High Priority:
- Add buttons to lobby screen
- Create isometric wall tile converter
- Enhance client list display
- Redo team creation screen with custom components.
- Display IP prominently on host's screen
- Test and fix team color registration
- Test and fix player modes
- Analyze and re-evaluate client architecture.
- Begin building the game state.
- Create command line interface for server app so it can be launched and configured remotely.
- Create custom TLC input dialog screen
- Create team configuration screen
- Replace boring buttons with image buttons.
- Add sound capability to MHGUIButton class.
- Change layout of main menu. Put in placeholder for skyline backdrop.
- Lay out the HUD
- Consider designs for an effective test level.
- Write a level design guide.
- Implement player descriptor system.
Friday, October 1, 2010
Graphical Fonts Are Back!
Saturday, September 18, 2010
Progress Report (09/18/2010)
Again, work and school (plus a family reunion) crushed my hopes of making great progress this week. And again, a few small things were accomplished anyway. The Force is with us!
Accomplishments:
![]() |
| See those green leafy tiles? Those are JPEGs that have been transformed dynamically by MHFramework! |
- Added support for JPG and PNG file extensions for game world asset images. Each tile to be loaded causes a call to a function that constructs the expected base file name, and then looks for all three extensions until it finds a match and loads it, or doesn't find a match and assumes that all tiles have been loaded for the current layer.
- Started this development blog and posted the old progress reports to it.
- Created issue tracking spreadsheet. Not sure where, how, or whether to post it online.
- Began to gather and organize notes for the level design guide. In the process, I started considering a new structure for the game world. Questioning my sanity now, and wondering if I'm brilliant or just sleep deprived. Maybe both -- time will tell.
Issues:
- Images from MHFramework don't load when running as a standalone executable.
- Player modes need to be tested.
- Standalone server app does not properly register a player name.
- Standalone server app does not display the appropriate UI at some points.
- Status bar says, "Connected to null" instead of displaying server IP address.
- Tech design issue: When we automate the creation of isometric walls, how does the numbering system work when turning one image into three?
Next Steps:
High Priority:
- Add buttons to lobby screen
- Create isometric wall tile converter
- Define TLC screen base class
- Enhance client list display
- Redo team creation screen with custom components.
- Test and fix standalone server app.
Medium Priority:
- Analyze and re-evaluate client architecture.
- Begin building the game state.
- Create command line interface for server app so it can be launched and configured remotely.
- Create custom TLC input dialog screen
- Create team configuration screen
- Replace boring buttons with image buttons.
- Fix MHFramework image loading bug.
Low Priority:
- Add sound capability to MHGUIButton class.
- Change layout of main menu. Put in placeholder for skyline backdrop.
- Lay out the HUD
- Consider designs for an effective test level.
- Write a level design guide.
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