| VMK 9b Play and Pause Part 2/2 |
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VMK 9a
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| I update the game so that we can click on the Play button on the main menu. This causes the game resources to get loaded into the group 2 memory space. From the play screen you can also ESC into the pause screen and from there you can now return back to the main menu. |
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| VMK 10a Keyboard Navigation Part 1/2 |
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VMK 9b
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| In this video I show how to implement a method that will allow the user to navigate through all the menus without having to use the mouse. All navigation can now happen just by using the keyboard arrow keys. |
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| VMK 10b Keyboard Navigation Part 2/2 |
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VMK 10a
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| In this video I show how to implement a method that will allow the user to navigate through all the menus without having to use the mouse. All navigation can now happen just by using the keyboard arrow keys. |
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| VMK 11 Geometry Names |
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VMK 10b
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| This is a preparation video for the next VMK. Right now all geometry that gets loaded by the LVL loader is not easily accessed via the source code. To fix this, I've given a name tag to all the geometry classes so that from within the Scene class I can quickly do a search for each one that I want. |
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| VMK 12a Basic Level Editor Part 1/2 |
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VMK 11
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| I start work on the level editor that we will be using in Ghost Toast. At this stage we will be using a TGA file (named map) to hold all our level data. By the end of this VMK, you'll be able to load a map file and extract the pixel data from it. We use white pixels to represent the floor, and black pixels to represent walls. |
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| VMK 12b Basic Level Editor Part 2/2 |
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VMK 12a
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| I start work on the level editor that we will be using in Ghost Toast. At this stage we will be using a TGA file (named map) to hold all our level data. By the end of this VMK, you'll be able to load a map file and extract the pixel data from it. We use white pixels to represent the floor, and black pixels to represent walls. |
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| VMK 13a Rooms Part 1/2 | 
more screen shots here
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VMK 12b
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| I introduce two new color codes into our maps so that we can add details. I add yellow and magenta to represent wooden and carpet floors. All textures used in the project are included with this VMK. |
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| VMK 13b Rooms Part 2/2 | 
more screen shots here
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VMK 13a
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| I introduce two new color codes into our maps so that we can add details. I add yellow and magenta to represent wooden and carpet floors. |
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| VMK 14a Ceiling Part 1/2 | 
more screen shots here
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VMK 13b
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| First thing is to correct the initial position (and direction) that we start at. Then I show how to add a ceiling above us. |
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| VMK 14b Ceiling Part 2/2 | 
more screen shots here
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VMK 14a
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| Next step is to make the rooms taller than the hallways and raising the ceiling in the process. |
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| VMK 15a Collision Codes |
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VMK 14b
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| In this video I start developing the collision detection system. First thing to establish are the collision codes for each map square. |
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| VMK 15b1 Testing Collisions Part 1/3 |
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VMK 15a
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| Preventing the user from walking through walls that are beside or in front of the player is explained and implemented in this three part VMK. |
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| VMK 15b2 Testing Collisions Part 2/3 |
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VMK 15b1
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| Preventing the user from walking through walls that are beside or in front of the player is explained and implemented in this three part VMK. |
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| VMK 15b3 Testing Collisions Part 3/3 |
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VMK 15b2
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| Preventing the user from walking through walls that are beside or in front of the player is explained and implemented in this three part VMK. |
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| VMK 15c Corner Collisions part 1/2 |
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VMK 15b3
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| The final collision equations are developed in this VMK. These are used to react when a player tries to walk through corners on the map. |
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| VMK 15d Corner Collisions part 2/2 |
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VMK 15c
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| The final collision equations are developed in this VMK. These are used to react when a player tries to walk through corners on the map. |
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| VMK 16 HUD Font |
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VMK 15d
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| A new font is added to the Ghost Toast game and it is used to display numerical items on the HUD. The Health, Energy and Arrow count indicators are now visible when you play the game. |
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| VMK 17a Pickup Object Class Part 1/2 |
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VMK 16
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| The generic pickup object class is defined in this VMK. We will be using this class to derive classes used for the health packs, arrows and energy pickups within the game.
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| VMK 17b Pickup Object Class Part 2/2 | 
more screen shots here
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| To simplify the game engine and also make the Pickup Object class compile, I made some fundamental changes to the game engine. In this VMK you'll see that the ErrorHandler can now be accessed from anywhere, GameOGL is updated and I clean up all the virtual keywords throughout the program. |
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| VMK 18 Physics Engine |
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VMK 17a
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| I copy the physics engine code from Physics Engine VMK 14B and add it into the game engine. In the process I also update the WindowsParameters structure. |
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