Monthly Archives: June 2014

The enourmity of the work

Yesterday I was quite thrilled with my progress on the game. I felt like implementing the game was a matter of adding game states, which would be quite a lot of work, but ultimately very much doable. There were some … Continue reading

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Hugely Irritating bug and (slightly) better title screen

I spent about 20 minutes today with a game that froze up after I implemented the new title screen. There is barely any new code involved, and yet the game would completely freeze up and after a while start to … Continue reading

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Added Title Screen

I added a gamestate, TITLE, which controls the title screen as of right now. Eventually I plan to have a MENU state, possibly with substates that control other things. Anyway, the title screen right now is about as barebones as … Continue reading

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State Machines Implemented

I’ve implemented state machines now in the game. I have 3 states that can be running at any time: INTRO, ON_FIELD, and OUTRO. Captcha: This is the intro screen. Yes it is temporary. INTRO is just a splash screen that … Continue reading

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State Machines

I’ve decided that the game needs a state machine. As of right now, I’m only going to have 3 states: 1) an intro state, with no logic and a quick splash screen, 2) the play on the field state, 3) … Continue reading

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The new next step

As of today, the game looks like this: Bonus: the field has no end zones and only one 20 yard line. At this point, there are a ton of things that need to be added, but they’re all new things. … Continue reading

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Robust spot system and irritating bugs

So I decided to improve the pathing system like I said I would yesterday. Each player has an incrementor called curSpot. curSpot controls where the player goes next (maybe should be called curActiveSpot or nextSpot?). Anyway, when the user gets … Continue reading

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