NOTE:
Make all movement/falling/movement relative to time passing from frame to frame, or else animations won't synch properly.
Wednesday, November 19, 2008
ParticleSystems can now be easily added, and will remove themselves if they have limited duration.
For some reason program freezing on shutdown, resulting in severe irritation on my part. Seemed to start immediately after changing the WORLD variable from a straight value, to a pointer, and started using the New keyword. Not sure what this has to do with it, but should probably ask Andrew for his opinion.
Particle effects make things look cool.
For some reason program freezing on shutdown, resulting in severe irritation on my part. Seemed to start immediately after changing the WORLD variable from a straight value, to a pointer, and started using the New keyword. Not sure what this has to do with it, but should probably ask Andrew for his opinion.
Particle effects make things look cool.
Wednesday, November 12, 2008
- Character can move
- Swings an apendage in what could be considered a weapon like manner.
- Recieves callbacks from the collision detection handler when particular sections of it hit particular sections of the enemy.
- Character can jump.
- If I bothered to make proper animations for it, character could jump_strike or run_strike with minimal code additions.
Going to add functionality to World class to let it create and handle particle effects.
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