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Textures are in
Well, here it is, the game, complete with textures. Â I’ve even whipped up a set for mouse cursor, ship, and default enemy. A few things to note: The textures themselves are in targa (.tga) format. Â I chose that format because … Continue reading
Posted in State of the Game
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Projectiles with angles
A fairly unimpressive addition today too, but I did one of the three things I said I’d do today.  I made projectiles into arrows that point in the right direction. I built in the angle data when I was building … Continue reading
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Very little progress, but decisions have been made.
I’ve been going back and forth on whether the objects in this game need to be three dimensional, two dimensional but with polygons defined in OGL to handle transparency and shape, or two dimensional squares with their transparency and shapes … Continue reading
Posted in Design, State of the Game
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Shaders
I’ve started reading about shaders. Â Ends up there’s a whole extra programming language, “openGL Shading Language”, even beyond what’s basically a programming language embedded in function calls in normal openGL. Â Fortunately the syntax is mostly a subset of C. But … Continue reading
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Combining weapons
I’ve been reading the OpenGL blue book. Reading hundreds of pages of dense technical data without much context is getting tedious. I’ve also been thinking, you know what game was fun?  That kirby 64 game.  And it was fun not … Continue reading
Posted in Design
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Collision detection added
Another day of progress for the game- I now have collision detection, and I fixed the stupid problem with the projectile updating routine not deleting the last projectile. Controls are the same as version 2, only now blue dots will … Continue reading
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New and improved
Well, the game is improving. Â Closing in on “Atari” level gameplay. Major accomplishments of the day: Creating a solid coordinate system, then translating that into pixel coordinates, so things won’t be different on different resolutions. This includes a border that … Continue reading
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A new beginning
I’ve unfortunately had to burn the previous effort to the ground. Â Ends up SDLs native sort of graphics mode is simply not compatible with openGL, it’s more there to provide a weird sort of backup in case openGL can’t run. … Continue reading
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