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With no-one coming forward to offer artistic support I pushed forward and reworked / improved to my limitations, all background graphics.
Then added the remaining lives indicator and improved AI attack patterns,
From very early on in the games development I wanted to use a restricted number of textur…
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Much of the past two weeks was spent fixing bugs in the existing code, which can be frustrating as I lose any sense of progression while going back over earlier mistakes. I'm finding ‘vector’s to be at the center of a large percentage of these bugs and I'm not entirely convinced they are alwa…
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Well that was harder than I was hoping, but it feels good to have the collision detection working ?
Initially I followed a very good YouTube tutorial by javidx9 - I'd highly recommend his channel. He built his example in his custom engine, but it was clearly presented and fairly straight forward to…
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Just a couple of quick tweaks today.
Implemented y-axis control for the player character, and greatly increased max speed for added Zoom!!
Balanced player character inertia, drag and reverse thrust capability.
It will be interesting to see if I can implement a collision detection system to keep …
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So, I'm six weeks into development of Parallax Zoom and yesterday sucked!
The game is based on my custom infinite parallax scrolling method written in C++ with SDL2 libraries - but like a novice catwalk model it could only turn right!
Attempting to exit off the left of the map caused a major m…