So finally i have tackled this nasty bug in my game which makes all my animations really weird when using a tool like a shotgun… it was very difficult to find it because there was a mix of action cleaning stuff with states check routines and, at the end, my code was really difficult to understand.
So to track it, I have refactored a lot of code in order to make me understand what happened. The final code is still complicated and I am not satisfied with it but at least I can now continue to implement ranged attacks.
The cool thing is that to track the bug, I am now able to decrease/increase the speed of the game with a keyboard shortcut. I am sure this would help me a lot for future bug tracking.
All this thing make me realise that it is very difficult to debug a game because of the real-time process:
- you can’t really use breakpoint because they will stop the process on every frame.
- you could use a conditional breakpoint to reach a bad state. You will be able to see the context but you will not be able to track all the history.
- forget to log every step, you will have zillions lines of logging where it will be difficult to find any relevant information.
- some would tell me to unit tests but as I explained above, it so dependent on the context that it is difficult to reproduce it.
I don’t know how real game studio are working but I am sure some technics (that I don’t know) exist.
Well… 6 months without touching any line of code in my game or the framework… Sometimes it happens. But i am back now ! And i hope that i will have something to show soon!
So what is a bitmap font?
Simple font image
Every game developer has face it during the development: Display a text in the game to show damages or a conversation between two characters. For performance reason, standard fonts (understand
TTF ) are not used directly. The preferred way is to use a bitmap font: it is a big image containing all characters used to display a text for a predefined size. The image (a
png file) is linked with a text file with the extension
fnt describing where each character is located in the image and give all necessary information to display the text. (base height, interline, …).
Just do some sketches for 4 new heroes: the nurse, the reporter, the “mime” and the miner.
As i explained in my previous post, i am using now blender to have a 3d model for weapon in order to facilitate animation.
So now it just take me few minutes to produce 4 different walking animation with a shotgun:
just capture from different angle the weapon, resize it wit gimp to 25×25, then copy paste the weapon in a new layer and refine pixel rendering.
I am currently working on range attack system, but first i need some artworks for shotgun.
Before, when working on graphics and animation, i just draw some sketchs on a sheet of paper, then from these picture, i vectorize it in Inscape. I export this svg as PNG and produce images and animation from this image in PyxelEdit. But i always face difficulties when rendering objects in different position for animation, even if my pixel sheets is 32×32 or 64×64.
I will try for the shotgun another approach: i will still do sketchs on the paper but skip Inkscape to produce a 3d model in blender. I have followed some nice tutorials on youtube from BornCG. With this model i will be able to see my object from different angle and i think this will help me to produce animation.
Great news! I just get in my email box a free indie license from RoboVM team!
So i will be able to target IOS too for the game. Thanks RoboVM team!
To describe briefly what is RoboVM, it is a toolkit which allow running your game in both android and IOS platform without any code changes. What is great about RoboVM is that it is supported by LibGDX since years now.
Well, i have worked a lot on the game but it is difficult to publish something relevant: I have worked on the game engine, on sprites management, do some libraries upgrade. I am also working a lot on Blender to facilitate portrait, sprites and animation design. Some few new animations for aviator