| VMK 29 ErrorHandler and Output Log |
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| A bunch of clean up tasks are performed in this video. The ErrorHandler pointer inside a number of classes is handled better. All Wall, Floor and Ceiling objects loaded by the level are named so that they are easy to find in the scene graph and the Scene::OutputSceneGraphLog function is updated. |
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| VMK 30 Interpolate1 Class |
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| This video is tied closely to Math VMK 10 - Smooth Interpolation. The equations derived in the Math VMK are implemented in a new class called Interpolate1. |
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| VMK 31a Floating Ghosts |
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VMK 28b
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| Using the Interpolate1 class created in the previous VMK, the ghosts are given the ability to float on a spot. |
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| VMK 31b Biting Ghosts |
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VMK 31a
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| Using the interpolate class again, and playing with some timing, we make the ghost's jaw move in a biting motion. |
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| VMK 32 Ghost Facing Direction |
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VMK 31b
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| In this VMK I make the ghosts aware of the player's position so that they can turn to face the player. A typo in the Vector3 class is fixed and a new GeneralMath function is added. |
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| VMK 33 Kill a Ghost |
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VMK 32
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| I show how to add 4 states to the Ghost class. The states are used to control the ghosts behavior. One of the states is the dying state which allows the player to hit a ghost with the mace and kill it. |
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| VMK 34 Score Keeping |
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VMK 33
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| I add a score indicator to the HUD. When a ghost is hit with the mace we collect points and the indicator updates. The renderHud function is also updated so that the HUD is always drawn on top of everything rather than having it get clipped by objects inside the scene. |
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| VMK 35p1 Game Lighting Part 1/2 |
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VMK 34
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| I explain what causes little white dots to appear on the screen and I show how to fix them. I add some light attenuation to the game to make things a little darker and also attach light sources to the ghosts to make them stand out better. |
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| VMK 35p2 Game Lighting Part 2/2 |
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VMK 35p1
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| I explain what causes little white dots to appear on the screen and I show how to fix them. I add some light attenuation to the game to make things a little darker and also attach light sources to the ghosts to make them stand out better. |
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| VMK 36 Respawn Ghosts |
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VMK 35p2
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| When a ghost is killed, it will be off the screen for a few seconds. When the time is up, it will reappear back in the level ready to go again. |
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| VMK 37a Crossbow Weapon |
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VMK 36
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| Included with this video are the 3D models for the crossbow and arrow objects. The video shows how to create the Crossbow class and use it to render the crossbow on the screen. |
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| VMK 37b Crossbow States |
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VMK 37a
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| The crossbow has 5 states that it can be in. The state machine to control the crossbow is implemented in this VMK. |
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| VMK 37c Arrow Motion |
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VMK 37b
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| The arrow object is placed on the crossbow in this VMK when the player picks up a quiver of arrows. We also animate the arrow being pulled back and shot forward when the attack button is pressed. |
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| VMK 38a1 Shooting Arrows Part 1/2 |
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VMK 37c
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| In this two part VMK I explain how to handle arrow objects when the player shoot using the crossbow. This video focuses on rendering a single arrow object as it leaves the crossbow. |
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| VMK 38a2 Shooting Arrows Part 2/2 |
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VMK 38a1
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| In this two part VMK I explain how to handle arrow objects when the player shoot using the crossbow. This video focuses on rendering a single arrow object as it leaves the crossbow. |
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| VMK 38b Multiple Arrows |
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VMK 38a2
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| The arrow object is duplicated multiple times and code is added to allow for more than one arrow to be rendered on the screen at a time.
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| VMK 38c Flying Arrows |
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VMK 38b
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| Motion equations are implemented for each arrow to make it move across the screen. Arrow collisions with the floor is also added. |
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| VMK 38d Arrow Collisions |
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VMK 38c
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| A method to make flying arrows collide with the walls and ceilings of the level map is presented in this VMK. |
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| VMK 39 Shooting A Ghost |
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VMK 38d
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| This VMK dives into the math required to allow the player to shoot and kill ghosts. Three hot zones are set up on the ghosts head, chest, and hips. These zones are monitored to see if any arrow hit them. |
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| VMK 40 Crosshairs |
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VMK 36
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| Crosshairs are added to the HUD so that you can see exactly where you are pointing the crossbow weapon before you shoot it. |
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