Archive for December, 2008

Platformer builds & runs on X360 again

Sunday, December 28th, 2008

For no good reason I decided to get the X360 version working again. It wasn’t too difficult, mostly removing sections of code with the preprocessor and that sort of thing. Seems to run just fine.

Level select mockup

Sunday, December 28th, 2008

Working on some ideas for the “level select” screen:

I also got some neat “dust” polish effects when you jump/land/attack.

Done with finals! Woo!

Tuesday, December 16th, 2008

Some stuff I did in platformer’s editor recently:

  • “Run map” button (F5 hotkey) so you can quickly test different maps ingame
  • Fixed a bug with resizing maps where things would just all go to hell if you chose to resize anchored on any corner except top left (entities and tiles would be in the wrong position)
  • Nudging entities using arrow keys: 1 px, unless you hold shift, then it’s 16px (one tile). ctrl = snap to tile gridlines, ctrl+shift = snap to 1/2 tile gridlines.

Probably going to add more now that I don’t have any homework or studying to do.

Platformer updates

Sunday, December 14th, 2008

The editor for Platformer now supports placing entities and editing property lists on them. The editor and game don’t really share any code, so the editor knows what entities are available & what properties they have based on an XML file it loads when it starts up.

Editor:

Ingame: