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Dynamite: Day 8 – Menus and Stuff

So, today is off to an exciting start as I cut-n-paste some of my font code from Galcon and get it wrapped up how I want it for this project. This took me about two hours, which is kind of a long time .. but .. I had to do a fair bit of reshuffling to get it working in my “new” framework. Again, all the data is stored in JSON files, and things are a bit simpler in general.

DynamiteScreenSnapz021

Next up, some basic GUI stuff. I’m going to use the GUI toolkit I made for Galcon, but I’ll be cleaning up the code a bit so that it plays nice with my new framework. I’m not sure how I’m going to accomplish this yet.

.. time passes ..

I just hacked it in. And commented out a bunch of stuff that didn’t compile right away, so as needed I’ll uncomment things and clean things up. I gave some brief consideration to using some other GUI or making a new one, but then I realized I’ve used this GUI in Galcon and Galcon Fusion and I’ve got it working on a TON of platforms, so it’s got a lot of little stuff in it that works really well, and it’d be a bit of a waste to go and start something new. I’ll just improve the code as I go, as needed, so to speak. Here’s a screenshot to show I’m doing something:

DynamiteScreenSnapz022

One thing about my basecode that is a bit weak is that it does contain a lot of C-strings instead of std::string .. I should probably work on upgrading my code to use all std::string a bit more than I do.

I’ve now updated my game to save and load the current level on exit. This way I can focus on adding gameplay to a single level that I’m editing.

First off, I’m now loading full animation of the player and guard, because I want to get my player walking around, then the guard, then add explosions. (Then there won’t be much left!) I’m not sure if I’ll be using the player and guard images forever or not, but I figured for now I’ll at least get something loaded and I can always change them later if I have time (and money) to do so!

I found and cut-n-pasted in a nice A-Star algorithm, which I need for both the users and the guards to walk around properly. It all seemed to work without much of a fuss, which is always nice.

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