Finally, some moves are in the game! Kind of! Spent a lot of time today trying to get a good system going for the attack moves and the attackinitiationevents. There have been some problems with pattern recognition that are -almost- sorted out, but at the moment you can do an X, XX, or XXX combo. With the system being put into place, adding in the other combos will be extremely simple, and once everything is working properly, all characters will be able to use all of their attacks. There still needs to be a lot of work done this week to sort out things like recovery types and hitboxes, but we're on the right track.
Oh also, the fighters still attack themselves =p really should fix that hahaha
Tuesday, 30 August 2011
Tuesday, 23 August 2011
More event managing and Combo lists
The whole group of us spent a good amount of time working on sensei today, trying to get as much work done as possible. I spent most of my time working on the fighting engine's combo lists, containing the current combo that a fighter has running. At the moment this times out either after 1 second of inactivity or after a combo strung together of 10 buttons. This will probably be changed in the future to be wiped when an attack sequence has finished or the cooldown is over.
I also spent some time helped Vince out with setting up health bars, as well as now being able to actually select your character in the character select screen (compatible with 2 player mode atm), and their names and health being represented properly ingame. We then helped Adam through the screen management, with the title, options and stage select screens being changed.
At our group meeting this afternoon, Jordan also put a tonne of work into integrating the animation engine with the fighting engine, and we now have actual drawn fighters ingame, with an awesome animation :)
Overall this was a very productive day, and hopefully we can maintain this level of work!
I also spent some time helped Vince out with setting up health bars, as well as now being able to actually select your character in the character select screen (compatible with 2 player mode atm), and their names and health being represented properly ingame. We then helped Adam through the screen management, with the title, options and stage select screens being changed.
At our group meeting this afternoon, Jordan also put a tonne of work into integrating the animation engine with the fighting engine, and we now have actual drawn fighters ingame, with an awesome animation :)
Overall this was a very productive day, and hopefully we can maintain this level of work!
Monday, 22 August 2011
Events! and other stuff
Today I put a good deal of work into the event manager, and have finally got them working as they should. Now, when a controller(human or ai) tries to "move", a move event is activated inside the event manager, and is processed accordingly. Through inheritance, adding in the other events should be relatively simple now, with all of them being processed appropriately and the fighter's update information being altered by each (if necessary). I also did some minor camera work today, and now the players cannot move beyond the borders of the camera-screen. If they move together towards an edge, the camera will move with them however. There is a slight glitch where players are being dragged along with another player's movement, which we will hopefully be able to fix quickly.
Vince added in some round hud stuff over the weekend as well which is cool, so to add to that I made it so the fighters are always drawn, but only controllable once the timer starts. I also fixed a few draw order bugs.
Vince added in some round hud stuff over the weekend as well which is cool, so to add to that I made it so the fighters are always drawn, but only controllable once the timer starts. I also fixed a few draw order bugs.
Friday, 19 August 2011
Movement, Damage, Rounds, Players, Screens, Modeller!
This week so far, myself and Vince have worked on a few areas of the fighting engine, mainly involving round states, movement/attack functionality, and player registration. The most noticeable change involving this is that now, the players can be moved individually. A sort of system has been set up for player controller recognition as well, where the player who "starts" the game is registered as player 1 (index 0), and then player 2 (index 1) can join during the character select screen. With some help from Jordan, we managed to work out so that this system is not affected by the order of the controllers to make things more user friendly.
There are now also rounds in the game thanks to Vince, where each player will win the round if they have the highest amount of remaining hitpoints when the timer hits zero, with a current system with best of 3 rounds. To allow this to be tested, we added in our first..er...attack thing, where if a player presses the 'x' button while in range of the opponent, they will do damage...to themselves =)
We also helped Adam out a bit with his screen work this week, and now there is a functioning credits screen, as well as a 'start' screen and post-game stats screen. A lot of exciting work has also been done this week by Jordan, who now has nearly completed the character modeller, which looks very impressive and is very functional.
Hopefully before the week is over we can get some more work put in, and make sure that we're up to date with our expected workloads.
There are now also rounds in the game thanks to Vince, where each player will win the round if they have the highest amount of remaining hitpoints when the timer hits zero, with a current system with best of 3 rounds. To allow this to be tested, we added in our first..er...attack thing, where if a player presses the 'x' button while in range of the opponent, they will do damage...to themselves =)
We also helped Adam out a bit with his screen work this week, and now there is a functioning credits screen, as well as a 'start' screen and post-game stats screen. A lot of exciting work has also been done this week by Jordan, who now has nearly completed the character modeller, which looks very impressive and is very functional.
Hopefully before the week is over we can get some more work put in, and make sure that we're up to date with our expected workloads.
Sunday, 14 August 2011
Events and movement improvement
Over the past week, a great deal has been put into the handling of the movement controls of the fighters. Most of this has been managed withing the event handler, as well as some of the basics required for damage controls. With the help of Jordan we also now have a near-fully functioning camera, which moves across the arena with the movement of the players. This will soon be adjusted to create artificial walls at the edges of the screen (so the camera only moves when both players move towards an edge).
My current focus is working on getting the event manager functional, while also working together with Vince to get the round states, and shortly with Jordan to include the proper animation for each fighter. There will also be work with Adam on getting the screens implemented and functional with the rest of the engine.
Hopefully this ends up being a fulfilling week in project related work!
My current focus is working on getting the event manager functional, while also working together with Vince to get the round states, and shortly with Jordan to include the proper animation for each fighter. There will also be work with Adam on getting the screens implemented and functional with the rest of the engine.
Hopefully this ends up being a fulfilling week in project related work!
Wednesday, 3 August 2011
Event Management
Vince and myself spent a few hours in the project lab today working on getting some of the event code completed, specifically for the movement controls. We focused on identifying the circumstances when a user would like to jump or crouch, as well as different angle sections for each - jumping straight up, jumping forward, and jumping backwards. On top of this, there are controls implemented for the same directions in the crouch position, which may or may not be used for particular attacks (sweeps and such?). Also added on was some attempts at getting the jump code working, with basic gravity implemented as well. This still needs a lot of work, and thus doesn't work properly yet. Some debug code has been added into the fighting screen as well to show the exact positions and health of each fighter.
Tuesday, 2 August 2011
Back to Uni
The new uni semester has started up, and we've gone straight back into getting work done. Today, we had a group meeting and discussed a large number of things, as well as putting some effort into developing part of the fighting engine and event manager. We sorted out movement events, and discussed the mechanisms that will be used for the implementation of jumping, crouching, and gravity. We will continue this work over the next few days and hopefully complete a whole chunk of the fighting engine.
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