SamSuka
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Week 5 - Shaun forgot to run a poll

What was and what is:
So for those of you who are new/new-ish my unofficial "typical tutorial schedule" is that I release a video to $5+ supporters every Friday, then publically release the following Friday. The topics are ~~usually~~ in a pattern of 1 Platformer part, 1 Patron selected topic, repeat. With a poll running during the week I'm working on the platformer.

So if you're familiar with that or are just now working it out from the title of this post, whooops. I didn't run a poll last week. I do however have the results of the previous poll whereby "Arena Wave Spawning" came second by just two votes. So unless there's a big demand for another poll immediately (wherein I could just continue on the platformer series in the meanwhile) I'm going to work on that this week since it was an in-demand topic that I think has been placing high for a while now.

I'll then start a poll on Friday when I release that video with some new topic ideas for the next one.

On the horizon:
Mid february or perhaps early March though, I want to try something new. I've been talking about the idea of doing some long form streams and actual game development with which people can follow along and that will in turn create more educational material for YT, so I'd like to take a week (possibly week 7 or 8) to "pilot" the idea. More info on that pending. I know I've said that a lot when talking about this but I've yet to really nail down all the details. 

Comments

This will be very useful i am currently making a game and i have some rather large rooms with enemies scattered and while initally i was getting confused how to use this i now realise i can have each wave on array which counts up by 1 pending on player location and will only be reset back to 0 if the player restarts the room. Least thats the theory.

It's unlikely as I've got a lot of more "Core" concepts to go over in that series. To make a grenade you'd do more or less the same thing you do with the projectile but simply move it differently and destroy it differently. For its "Physics" you could replicate your player's collision code, give the grenade some base hsp/vsp based on the direction of the player, do some maths to invert its direction when it collides if you want it to bounce, then decide how many bounces until it explodes. Or explode it on a timer with an alarm. Or explode it on any collision to be simple. Either way, destroy the instance, then in the destroy event create some sort of oExplosion with some kind of blast sprite, then have that affect other things with collision events and so on, and in the animation end event, destroy the explosion. This is how the bombs work in my GM48 game, pokeypoke

Could you add a grenade tutorial to your platformer series? I keep failing at making a throwable grenade. Thanks!


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