Posts Tagged ‘game development books’
Made a pretty hefty chunk of progress over the weekend and last two nights.
Some behind the scenes work with putting everything in the level controlled by a manager object that keeps track of what’s going on and what to spawn next.

Off the top of my head:
- WSAD controls work.
- Money powerup (yellow dots)
- Magic powerup (blue Sigils)
- monsters drop money and score interfaces.
- New guis
- Basic fundamentals of waves are in place.
- Object thresholds are in place so (in theory) it shouldnt crash due to too many simultanious spawns.
As always this is an alpha build, play with it at yer own risk.
Graphics are primarily placeholders.. No there isn’t any sound yet.
You can download it here www.swiftthought.com/BSDDoD/BSDD0D-alpha002.zip (3.94mb)
Feedback always appreciated.
Talking a couple days away from the biggo painting.. Kinda mentally stuck on what to do with the blues..
So I’m diving head first into another side project. Which I spent the all of yesterday working on and plan on spending the evening on (after working out) to hopefully have a workable single level.
It’s all so much fun, it’s hard to pick just one project to focus on… Which, I guess, is why nothing ever gets ‘done’.
Been playing around learning some flash bits n pieces..and Holy moly! it’s starting to make sense. Gradually…
But man.. is flash slow performance wise. Anyway here’s today’s little excercise. It’s not entirely properly OOP since I didn’t extend the base MovieClip class and just slapped the functions into the various instances.. But New classes are the next thing I’m tackling.. and then passing and fetching javascript data back and forth for flajaxy goodness.
tilebounce