Wow – what a week! Enemy distance handling, tile loading quality assurance, and a big fair to boot. It is safe to say that some Mami work has been done!
What do I mean about “distance handling”? The enemy spirit object that rests on the stage patrols a static location just fine, even with the screen scrolling, but when it comes to registering where the player is and the relation the character has to the object is a bit funky. Over the last week, the other programmer and I learned a lot about Actionscript 3’s location functionality; our player’s position locally – player.x – and globally – player.truelocation.x – stays the same at a range of the screen. The change is also skewed as that anything that is represented globally is double what happens locally. To say the least, the enemy is having glitches on telling what the player’s location is.
The main programmer is gone for the weekend, so our project manager and I practiced good QA skills; we broke things. After exiting the introductory level, it appears that a few of the objects of the intro remain in the next level. After removing a few of the offending collisions, it became noticed that we start not at the start of the next level, but exactly at tile ‘n+1’, where n is the number of tiles prior to the level change the player encountered. The solution: send the setup of the level an integer to compensate the offset position, placing the player in the correct tile. Ta da!
Now, Sunday is April 1st, All Fools Day. This year is having the 2nd annual All Fools Day Game Fair, where the Game Design professors nominate and sponsor various games being made or conceptualized here at the university. With both Mami and Perpetuam Memoriam being nominated, I am well on my way to loving the heck out of this event – mass free game testing! Mami will feel quite clean after this, and Perpetuam will get its first public appearance since Global GameJam 2012.
Other going-ons with Team Squaybies concerns moving finalized vector assets into the game and removing the lack-luster filler blocks. My level layout is being placed into the primary level of play to give a dynamic sense of progression through the world. Further, I do believe that certain animations and attacks are finishing themselves quite fine. All in all, the work can be called progress.
I’m unsure of what will come in the next 2 weeks; Easter is going to most definitely be a jam in the flow of things getting done. But, if this week and the pace we’ve been setting in both Team Squaybies and the Perpetuam Memoriam game is any indicator, the end of the spring semester is going to see 2 finished projects. Woot!
Well, I had best get back to programming. Enemies, platforms, and code-cleaning… Take care until the next update.