“The Obfuscated Path” Developer Diary by Eric Hoaglin (ss2cire)
Posted: 03 March 2009 12:15 AM   [ Ignore ]   [ # 1 ]
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Well, here’s a link to the final submission, the game doesn’t have as much content as i wanted and a lot of the features I was planning are still out… but I think it’s ok… replacement graphics are in so that I don’t have a blatant copyright infringement etc…

I think I plan on continuing even after the contest…

Without further ado: Final Submission

And good luck to everyone else!

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Posted: 08 February 2009 05:13 PM   [ Ignore ]   [ # 2 ]
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Well, it’s been awhile since I’ve posted an update, but now I’ve got an update for you all!

TOP Release 01/31/2009 Build 01

In this build:

The player can now attack with the ‘f’ key.
And the player can now get hurt by enemies

With the next build, I’ll be changing the attack key to something else. Perhaps spacebar?

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Posted: 29 January 2009 09:46 AM   [ Ignore ]   [ # 3 ]
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Hey there, just wanted to post a status update to let everyone know I’m still here.

Over the last 3 weeks or so, I’ve gotten very little work done but, I’m going to start
working on TOP today and getting back into the swing of things!

There’s only (about) 1 month left to go! And since I’m going to win ( ;) ) I need to get
a move on :)

Anyway, I have added the attacking animation (only) no weapons yet and I’ve improved the AI a little

Next up is to actually get the attacking system working, keep an eye on my thread as I’ll try to have an update ready by Tuesday of next week :)

Until then, don’t hold your breadth as I don’t want you to die on me before you vote! ;)

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Posted: 30 December 2008 04:35 PM   [ Ignore ]   [ # 4 ]
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TOP build for 12.30.2008
Hey all!

Just wanted to post another TOP build :-)

Here are the additions [New]/Fixes [Fix]/Known Issues [KIs]:

[Fix] Improved movement – Should be better than before.
[Fix] Collision detection should work a little better now.

[Add]Heart/health display! – The game now shows you your health, you can be hurt
currently only by a special event in the first room, it’s only for testing :-)
[Add]Ability to pick up items – currently only the refill heart, which heals 1 full heart

[KIs] When moving from room to room, the player appears momentarily at the other end of the room
[KIs] When moving, the player animation is super fast
[KIs] When changing to the the “Level 01” map for the first time, the player is moved back to the first map again

This probably the final build for 2008!

Hope you enjoy it, next on the list is to add enemies to the rooms

Have a safe and Happy New Year! (dont forget to add the leap second ;-) )

And now without further ado:

TOP 12/30/2008 Build 01

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Posted: 21 December 2008 04:31 AM   [ Ignore ]   [ # 5 ]
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Another TOP build!

Hey all, been a few days since I’ve posted, just wanted to let you all know I’m still working hard!
TOP is coming along great, the newest feature is:
Map linking!

The game can now move between maps, it’s a very simple event system that allows events to be
fired and causes things to happen =)

with the help of Seth, I got the system to work with enter/exit so now things can happen depending on
if you’re entering the event or exiting =)

here’s some code I was using, it gave me problems for a few hours:

- (void)checkEvents
{
    OPRoom 
*currentRoom [currentMap currentRoom];
    
NSArray *roomEvents [currentRoom events];

    
NSEnumerator *eventEnumerator [roomEvents objectEnumerator];
    
OPEvent *anEvent nil;
    while((
anEvent [eventEnumerator nextObject]) != nil{
        
if(NSIntersectsRect([player collisionRect][anEvent collisionRect])) {
            
if(![anEvent isDone]{
                BOOL intersectedBefore 
= ([eventStateDictionary objectForKey:[anEvent identifier]] != nil);
                
BOOL intersectsNow     NSIntersectsRect([player collisionRect][anEvent collisionRect]);
                if(
intersectedBefore && !intersectsNow//exited event
                    
[self runEvent:anEvent];
                    
[eventStateDictionary removeObjectForKey:[anEvent identifier]];
                
else if(!intersectedBefore && intersectsNow//entered event
                    
[self runEvent:anEvent];
                    
[eventStateDictionary setObject:@"" forKey:[anEvent identifier]];
                
}
            }
        }
    }
    
    roomEvents 
nil;
    
currentRoom nil;

I finally found the issue randomly when looking over the code for about the millionth time…

There are still some small issues with it, like some events could cause a circular “reference” for example
the world map links to level 1 at position 1,1. Then level 1 links to the world map at position 1,1 so the events
just go back and forth.. It works but is a little buggy =)

Note: please ignore the white square that initially shows up, i forgot to fix that before the upload

Without further ado, here is the link to the post!
TOP 12/21/2008 build 02

Next feature:
Add Items [which would lead into weapon support]

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Posted: 17 December 2008 12:47 AM   [ Ignore ]   [ # 6 ]
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New TOP build!

In this version:

I improved the player texture loading code
And thanks to Alex (ThemsAllTook, in the IRC room), I improved the CPU usage of TOP (now at around 10% ± 3%)!
The warning from the previous post is no longer an issue :)

So, as usual, movement is the arrow keys, just move to the edge of a room to go to the next one, some rooms have ‘secret’ doors
which allow you to move through them. some rooms have bigger “doors” than other rooms, so if you walk into a wall, just press
the direction that is opposite of the one you were just moving to go through the wall.

I’m aware of some movement issues, so no need to let me know :)

and without further ado here’s is the link TOP 12/16/2008 build 01

also, it looks even more like zelda now!

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Posted: 15 December 2008 12:47 AM   [ Ignore ]   [ # 7 ]
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Room Scrolling and a Build!

Room Scrolling now works, and I’m posting the first build.
Requirements: Mac OS X 10.4+

I’m not sure why but when I run the game on my mini, which has Tiger on it, the game causes the computer to pretty much freeze, only updating every few minutes (I’m looking into it) so please play with caution and save all your work before loading the game.

Download Link: The Obfuscated Path (TOP)

To move, use the arrow keys to go in the direction they indicate.

Next goal, map changing (from over world to dungeon perhaps?)

I know there are a few bugs with moving from room to room, just ignore them for now =)

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Posted: 12 December 2008 09:57 PM   [ Ignore ]   [ # 8 ]
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Well, working on getting multiple textures to be assigned to a single sprite (think about animated sprites right now)

I have all the test textures for the player so that when you move, it will at least animate, then after that, i’ll
get transitions from room to room working.

here’s to animated sprites!

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Posted: 12 December 2008 06:43 PM   [ Ignore ]   [ # 9 ]
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Alright, I now have basic collision detection working like 90% of the time, I think I’ll start working on
scrolling from room to room.

This is starting to get exciting =)

look back for more later!

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Posted: 12 December 2008 02:35 AM   [ Ignore ]   [ # 10 ]
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Well, I’m now working on the collision detection code, and as before when I did this stuff,
I’m having trouble figuring it out :(

But I’m not giving up! Working on as I type this now

Anyway that’s it for now

Eric

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Posted: 10 December 2008 12:49 AM   [ Ignore ]
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Well it’s been just over a week since the contest started, I figured I might as well post something now.
My game is called The Obfuscated Path.

When the game is done it will be a game similar to how The Legend of Zelda was made, simple graphics
simple story, but lots of action and puzzles.

I’ve been developing the game for about a week now (as everyone in the IRC Room knows =) )
I’ve got basic player movement and a nice flexible texture loading system with dynamic maps working (easier to update content!)

Things are going well so far, I’m now working on constraining the player to a single room, and getting basic collision detection working.
The next goal is to get movement from one room to the next implemented.

That’s it for now.

Eric

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