Absurd Porting FJORDS Devlog Entry #10

TEN!

Day 10 Progress

  • ghost things
  • changed chooseX(…) functions to use any type, not just double. Kyle uses choose() for sprites, and templates make choose work for them
  • began work on TERMINAL :C

Known Bugs

  • Player never faces left. No idea why. The code is there for it to draw flipped, but it doesn’t?
  • Falling and Hookshot break in small places.
  • Discovered a bug where if you are standing on the edge of a block and press A and then press the direction which will make you fall off the block, you will ride up with the hook as your head. This is a collision issue.
  • Everything else.

Absurd Porting FJORDS Devlog Entry #9

Day 9 Progress

  • more doors work
  • magic should work if I enable it. Haha. I need to make the terminal next.
  • TFGH keys make the player fly around for testing.
  • COMMENTS kyle! COMMENTS!
  • fixed a lot of room transitions
  • not looking forward to terminal

Known Bugs

  • Player never faces left. No idea why. The code is there for it to draw flipped, but it doesn’t?
  • Falling and Hookshot break in small places.
  • Everything else.

Absurd Porting FJORDS Devlog Entry #7

Day 7 Progress

  • All levels are loaded from the .gmx files and converted on load. This is a feature that will be removed once the game reaches gold.
  • Hookshot works almost perfectly. If you shoot out the top of a room, it does nothing, even in rooms where it should.
  • Doors work as intended
  • Hitboxes were reworked and now work flawlessly. Player no longer has negative values for hitbox size. (oops)
  • All code in the player object is now converted to C++. ugh

Known Bugs

  • Player never faces left. No idea why. The code is there for it to draw flipped, but it doesn’t?
  • Everything else.

Absurd Porting FJORDS Devlog Entry #5

Day 5 Progress

  • Room IDs added
  • Player walks left and right
  • Source code is now a bit more GM like for when Kyle receives the source.
  • extern consts are a pain. past me: just use const. forget extern.
  • Pointer issues galore. Something’s wrong with my linked lists. Maybe I should just go back to using vectors.
  • why aren’t my linked lists working :C
  •  
  • work done today makes it very easy to add new entities. progress should speed up now! LA LA LA YEAH YEAH

Absurd Porting FJORDS Devlog Entry #2

Day 2 Progress

  • Spent a bit messing with pointers and shaders and vertexarrays/buffers to have animated sprites be a single class rather than just an array of pointers to sprites
  • Used a failing mouse to redo the texture atlas so the sprites remained their original sizes rather than just the bounding box size like Game Maker: Studio does
  • Started typing all sprite data in. Example:
    spr_scientist = CreateAnimatedSprite(texOdin,2,10,10);
    		spr_scientist->setGMBoundingBox(4,0,7,9);
    		spr_scientist->setOffset(5,5);
    			spr_scientist->setSubrectPixels(0,100,160,10,10);
    			spr_scientist->setSubrectPixels(1,110,160,10,10);

    So I have to do this for all frames in all sprites. 270 of them. Hooray.

  • Whatever I ate did not agree with me coming out, and hindered progress by an hour or more.

Absurd Porting FJORDS Devlog Entry #1

Kyle and I decided that it would be best for me to port the game to C++. He also says that this wouldn’t be happening without me, but I’m pretty sure someone else would have offered by now.

SO.

Day 1 Progress

  • Wrote “Quicky” functions to wrap some of my framework so I don’t have to do level->getprogram->getinputmanager->keyboardstate->iskeypressed
    just Quicky_Keyboard_IsKeyPressed. They’re inlined so they’re faster.
  • Booted into OS X to get the basic keyboard working for the terminals in the game. I can’t do this in Game Maker: Studio (well, with 1.3 I could but GM:S is still slow in the areas I need it to be fast)
  • Wrote boilerplate class code for all the classes and removed some if they were just glorified tiles. This amounted to quite a few, Kyle.