Another couple of items have been ticked off before the release. I've embedded the graphics and sound into the executable, so it should be a single 1.3 meg file which can be placed anywhere on your system regardless of whether you're using Windows or Linux.
I may be able to reduce the size of the executable a bit by ditching some of the none-required code modules, but I'll worry about that at the end.
I've changed the program to running in "strict" mode (something I should have done from the start). This is the same sort of idea as "option explicit" on QBasic / Visual Basic style programming languages in that all variables must be declared before use, and the variable types cannot change without being re-declared. This is handy for catching typos in variable or object names.
I've change the front screen to make it a bit nicer and added a basic high score feature to the game.
There are only a couple of small things that need to be done now which I should get done tomorrow. It's looking like I'll be releasing the game this weekend providing no show stopping bugs show up when I start testing the game on Windows.
Just for reference (and because I can't remember if I've mentioned this before or not), this is being coded in BlitzMax. This is down to it being relatively easy to use and cross-platform (you buy it once and can download and use it on all available operating systems).
Tuesday, 9 October 2007
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4 comments:
How long did it take you to do all that?
Lol!
For the entire game? About a week. For that little bit - an hour or two (I'm not in any rush ;-)).
It took that long because of the menu screen. It took a couple of attempts before I settled on a look that I was happy with.
Even if it was a week, that is a short amount of time.
In fairness, with it being a game remake of an old (and of a very well known) game there isn't a lot of coding to do - it's more trying to get the feel of it right.
Also BlitzMax is a very good language for the rapid development of 2D games. You can knock a basic game framework together in a couple of hours as Blitz has built-in functions for sprite handling and animation, collision detection and so on.
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