Work Post
2:01am - Well, I had been hoping to do a great many things today, but mental illness said no. But then I said, I'll do some coding ANYWAY.
It's two in the morning and I'm going to see what I can do about that unintended diagonal movement.
...
Actually, on testing it, it's not so bad. I think I'll leave it in, and keep my alternate movement key in for precision movement.
And that's already in also so I guess the next step is to start stripping down the GreenEnemy class into a generic Enemy class. It'll need to have some way to determine its proper graphic though.
The sprite sheet I'm using now is set up as an atlas texture. Different sprites are selected by only showing part of the picture, so basically all the sprites are the same picture repeated, showing only a tiny window of it.
The problem is, what if I want to put in custom sprites for characters or something? Or use this in some other way? I've been thinking about really open sourcing the project at some point, or using the engine elements in other games. I'd like to have the sprites be seperate, so that I can pick and choose them freely.
Ultimately it would be nice to be able to pick files from outside of the project and use them for sprites, but I'm not sure if that would be sensible at this protype stage.
For now I'm going to split up the tile sheet into individual images to use. I might also switch to the colour version of this sheet, which was something I was considering before, because I realized that the black and white sheet didn't use full black and white, so tinting wasn't an option. I could recolour the black and white sprites, but I'm not sure tinting was ever a good idea, given how it works.
4:13am - Well I did all the art stuff and now the game has nice looking colour sprites and tiles. I was going to start work on peeling the Green out of the Enemy class but it's a little too complicated to start at four am on a night before work.
It's two in the morning and I'm going to see what I can do about that unintended diagonal movement.
...
Actually, on testing it, it's not so bad. I think I'll leave it in, and keep my alternate movement key in for precision movement.
And that's already in also so I guess the next step is to start stripping down the GreenEnemy class into a generic Enemy class. It'll need to have some way to determine its proper graphic though.
The sprite sheet I'm using now is set up as an atlas texture. Different sprites are selected by only showing part of the picture, so basically all the sprites are the same picture repeated, showing only a tiny window of it.
The problem is, what if I want to put in custom sprites for characters or something? Or use this in some other way? I've been thinking about really open sourcing the project at some point, or using the engine elements in other games. I'd like to have the sprites be seperate, so that I can pick and choose them freely.
Ultimately it would be nice to be able to pick files from outside of the project and use them for sprites, but I'm not sure if that would be sensible at this protype stage.
For now I'm going to split up the tile sheet into individual images to use. I might also switch to the colour version of this sheet, which was something I was considering before, because I realized that the black and white sheet didn't use full black and white, so tinting wasn't an option. I could recolour the black and white sprites, but I'm not sure tinting was ever a good idea, given how it works.
4:13am - Well I did all the art stuff and now the game has nice looking colour sprites and tiles. I was going to start work on peeling the Green out of the Enemy class but it's a little too complicated to start at four am on a night before work.