However, this one will probably not be as fun as I would have hoped. I have become slower in updating my blog - wait, before you go off thinking that I mean it’s dying you are very much mistaken - I thought I’d be able to update every second or third day, but I’ve had to keep myself to updating every fifth or sixth day it would seem.
This is not terrible since gruedorf allows seven days atleast, but I’ve always wanted to keep this blog as alive as possible and I will do my best to work on making fun and frequent updates to Neox.
The reason I’m going slow? Well, it’s definitely a part of getting into the design aspect of the game. I’ve created a lot of the systems now, they need tweaking and recoding and that consumes quite some time which sadly doesn’t create much interesting stuff for the blog, and secondly it’s because the last few days I’ve had the last exam for my school which I hadn’t studied for - had my best friend over who I hadn’t met in six months or so (he has moved in order to complete his own studies, it’s awesome to see more people finding their call) and I just started working at a company today and had to prepare mentally and get done with all other things like nagging the school for grades etc.
Anyway, so what HAVE I actually done? I’ll just copy/paste some notes I’ve jotted down in my project.
* Changed the whole ParticleSystem from using a Generic class to a Factory design pattern.
abstract ParticleSystem, abstract Particle
class DirtParticleSystem : ParticleSystem
class DirtParticle : Particle
* Added arrows to BoxSprite which is used by GameMenus to tell if there are more items Up or Down in the list outside visual range.
* Added GotHit, StandardGotHit, StandardDeath animations to BattleAnimations
This really did a lot for battle smoothness, I intended on making a movie for you guys, but it really looks much the same in general except some animations, so I’ll wait until I have just a bit more to show you.
* Added Splice-extension to int
It’s just a simple function to get rid of ugly stuff like; int number = (millisecondspassed % 1000) / 50; in this case it’s rather readable, but when you want 42 milliseconds for each frame/number and you have 13 frames/numbers you want, you’ll have millisecondspassed % (13*42) / 42. instead you do; int number = millsecondspassed.Splice(42, 13); you might think this looks like a really minor and maybe unescessary tweak - but mostly it will make less-explainable code, more explainable because splice takes two parameters, milliseconds per frame and frames. This helps in animating some simple stuff based on time and extensions like these just make code more readable to me atleast.
* Added Vector2Tweener class
Tweens positions, I just wanted a simple class, which could probably work as a struct. I think I have a reason why it’s a class actually, too tired to think of why at the moment. Anyway, you basically give it three parameters, Vector2 start, Vector2 destination, int ms. When you ask for the value of the Vector2Tweener it will return whatever is the current Vector2 between start and duration based on how many milliseconds have passed out of the total you put in as a parameter.
I hope to update really soon with some more interesting stuff, in about a day or two, which hopefully is more graphic and entertaining! Keep checking the blog!