Movie review score
5


hello and welcome to falcon five's developmentvideo number one. this is the debug mode of the game's currentstate. in debug mode you can see the system that is used to display and perform code onthe platforms or objects that are onscreen and in the immediate vicinity of the player.notice that the video has been recorded at half the actual speed- i set the recordingspeed of the video to thirty frames per second instead of the game's defualt sixty framesper second to match youtube's max, thirty frames per second, on videos.as you can see, the level is divided into sectors. the sectors activate and deactivatedepending on where the character is in relation to the level. at all times, only nine sectorson the entire level are active. each obstacle

in the entire level is first checked to seeif it is in one of the active sectors. if it is, that obstacle is then checked to seeif it is on screen. if it is onscreen, then we determine if is within the blue box surroundingthe player, the player's bubble. objects that are within this box, denoted by green squares,are the only obstacles that are actually tested for collision with the player. this methodensures that only the minimum number of blocks are checked for collision detection at anygiven moment. this method will be used on all characters and objects that require collisiondetection. doing this allows me to have very large levels for the player to explore withouttaxing the computer much more, and keeps effeciency high.as you can see, obstacles are either yellow

or red. during the loading of the level, eachobstacle checks to its immediate left, right, top, and bottom. if there are other obstaclesin each of those places, that obstacle is on the inside of other obstacles, and theobstacle's ability to collide with other things, its solid property, is disabled. nothing willbe able to collide with the object on account of the obstacles surrounding it, so thereis no reason to check for collision with the obstacles in red, which are on the inside.this will decrease unnecessary collision detection. this is the game with debug mode disabled,with actual bitmaps drawn for each object. the level itself is a tilemap made eitherones or zeroes, where zero denotes empty space in the level, and one denotes a solid sixteenby sixteen block.

this is the game with debug mode disabled,and with code that fixes the blocks that runs once while loading the level. this code determineswhat corner the block is on, by checking each block's left, right, top and bottom, to determineif each block needs to be a corner piece, a top piece, a side piece, etcedra. loadingthe level actually only takes a second or less to run, even while checking each cornerof each block. this will make creating levels for the gamemuch easier. instead of having to carefully place corner pieces, and each different spritefor each different type of wall, one will simply place one type of block, and the gamewill do the boring part for the creator of the level. this will save time and enablethe level editing process to focus more on

actually creating the level and making itfun for the player, rather than tedious tile sheet hunting.well, that's what i've got so far. check my game's development blog at sites.google.com/site/falconfivedev/every couple of weeks to see the progress being made in my game. until next time, thanksfor watching!

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