Tuesday, October 28, 2008
Saturday, September 13, 2008
Off to the Army!
The platform engine for White Angel is more or less done; so is the sprite of the main character herself. Unfortunately, development will be slowed down a lot, thanks to enlistment to the Army for 2 years.
Despite that, development for White Angel and FreeRunning will still continue during the weekends. Combined with the fact that the underlying engine is near completion, we just might be seeing the release of both games next year!
Wish me luck =) !
Despite that, development for White Angel and FreeRunning will still continue during the weekends. Combined with the fact that the underlying engine is near completion, we just might be seeing the release of both games next year!
Wish me luck =) !
Friday, September 5, 2008
Get Free Music Today! For Free! Really!
Development for White Angel is still on going. Perhaps I will be able to provide some screenshots in a couple of weeks. Hopefully.
Are you a hobbyist involved in projects and are in need of free sound effects and music? You are in luck! Visit http://www.soundsnap.com for some high quality music and sound effects. Do consider this site, it's way better than flashkit.com.
Are you a hobbyist involved in projects and are in need of free sound effects and music? You are in luck! Visit http://www.soundsnap.com for some high quality music and sound effects. Do consider this site, it's way better than flashkit.com.
Wednesday, August 27, 2008
Monday, August 25, 2008
A little Introduction...
Joining me on this development blog is Jonathan Ong, the guy who taught me C++ and has worked on several projects, including ToriBash. Together, we're called Ignite(ka-Boom!).
Jon is currently leading the development of FreeRunning and will blog about his vision and the progress of the project here, until our main Ignite blog is set up. Or perhaps even then he'll still be blogging here. (I sure hope so!)
Jon is currently leading the development of FreeRunning and will blog about his vision and the progress of the project here, until our main Ignite blog is set up. Or perhaps even then he'll still be blogging here. (I sure hope so!)
Saturday, August 23, 2008
Collision Detection with terrain
Collision detection and reaction has got to be one of the most problematic aspects of programming a game, especially when uneven terrains are concerned. In order to properly tackle this issue, I have to first figure out the kind of collision detection I want for the game.
In the case of White Angel, I figured using lines to define the terrain would be a much better choice than to say, use a tile-based collision system, since the former would be much more flexible, and level creation would also be a lot faster.
The collision detection algorithm in used is based on the following article:
Simple Intersection Tests for Games
The first step is to create a "Plane" class (or to be more accurate, "Line" class). A MovieClip symbol was then derived from this class. This MovieClip, which I shall call the CollisionPlane, is defined by 2 other MovieClips within that represents the 2 points of the plane. Upon EnterFrame, the global positions of the 2 points will be calculated, along with other variables like gradient, normal etc. These variables will not only be useful for collision detection, but also the collision reaction and perhaps the game logic as well.
The above is just a very rough outline of what I did. Perhaps an image or two will help clarify the doubts. (Note: The following images shows a work-in-progress and are in no way representing what the final product would be.)

Notice it's a circle-to-line collision. The "terrain" is defined by the 3 CollisionPlanes.

Hide the collision shapes!
In the case of White Angel, I figured using lines to define the terrain would be a much better choice than to say, use a tile-based collision system, since the former would be much more flexible, and level creation would also be a lot faster.
The collision detection algorithm in used is based on the following article:
Simple Intersection Tests for Games
The first step is to create a "Plane" class (or to be more accurate, "Line" class). A MovieClip symbol was then derived from this class. This MovieClip, which I shall call the CollisionPlane, is defined by 2 other MovieClips within that represents the 2 points of the plane. Upon EnterFrame, the global positions of the 2 points will be calculated, along with other variables like gradient, normal etc. These variables will not only be useful for collision detection, but also the collision reaction and perhaps the game logic as well.
The above is just a very rough outline of what I did. Perhaps an image or two will help clarify the doubts. (Note: The following images shows a work-in-progress and are in no way representing what the final product would be.)
Notice it's a circle-to-line collision. The "terrain" is defined by the 3 CollisionPlanes.
Hide the collision shapes!
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