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Monthly Archives:February 2016

Introducing some code snippets!

Hey everyone!

We made some major changes this week and are excited to introduce code snippets into our blog as well as changing some of our classes to template based!

To start we decided to change our dropdown system into a template where we can not only take sprites but we can also take text, custom shapes, or whatever we would need.

Here is a small sample piece for our new dropdown system:

 template<class TypeClass>
 void dropdown<TypeClass>::addDropDownItem(TypeClass tempDropdown, sf::Vector2f resolution)
 {
 this->dropdownListVector.push_back(tempDropdown);
 this->dropdownListDataVector.push_back(resolution);
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 template&lt;class TypeClass&gt;
 void dropdown&lt;TypeClass&gt;::setObjectTexture(std::string filepath, sf::Vector2f scale)
 {
 this-&gt;objectTexture.loadFromFile(filepath);
 this-&gt;object.setTexture(this-&gt;objectTexture);
 this-&gt;object.setScale(scale);
 }

As you can see it is a extremely simple template class but it does allow us to add multiple types without a ton of different functions and etc. Overall I am very excited to continue using the system and to expand our other classes into template based classes allowing us to remove tons of useless code and add more opportunities for different types.

Thanks!
RadLab

Jump and Shoot Animation

Hey everyone!

We went ahead and uploaded some of content to YouTube and are glad to say we got some good progress made this week. We went ahead and programmed in the Jump System, Animation and started tweaking parts of the engine more and more taking it into modern c++!

Loving the progress and soon enough we look to be starting on the our level editor that will be coming soon! (Hopefully)
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RadLabGaming

Modern C++

Hey everyone!

 

It is time to accept modern C++ and embrace the useful functions including auto’s, smart prts, and templates! So today we are going to start by replacing all of our ::iterators with the auto variable instead. This allows c++ to still understand what the type is but at the same time it prevents us from having to type all of that code out each time just restating the type.

 

The next thing I normally use and love to use is called normal pointers or raw pointers. However with modern c++ they have gotten something new called smart pointers! They sound like they are going to be absolutely amazing and will remove the requirement for cleaning up our pointers as we  go!

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Very excited to start the refactoring and like always we will start it by livecoding: LiveCoding

 

Thanks everyone!

RadLabGaming

Mapping Done! Character Flipping Done! Gravity? ehh

Hey everyone!

Today we went ahead and nailed out some great progress in our game Gravity Shot! We were able to get the mapping fixed, our charcter texture flipping correct and working on gravity as we speak! We will be going ahead and putting in a few video’s up soon and spreading our dev blogs around the internet as often and as quickly as we can! We want to focus on the game development but ALSO bring the true life of indie developers to the web! (unfiltered)

 

Thanks everyone!
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RadLabGaming

 

#CodeWell

Mapping Issue

Good Afternoon everyone!!



Well guys I must admit when I was initially building in the mapping system I didn’t take in the physic’s component to be added and checked. Because that issue what happens is when I build a map it only uses one object for the entire map and simply re textures, relocates, and then temporarily draws the map. The issue with this is ability to use physics becomes impossible due to it only being 1 object…so we had a ton to change!

We  actually made the changes live on LiveCoding and will soon post them to our YouTube page with all the changes and etc.
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For now everyone relax and enjoy the day! Big updates coming soon.

RadLabGaming

Return from Pax South 2016

Hey everyone! Just got back from pax south and it was amazing this year! Saw tons of new indie games and some newer technologies as well as got some gunnar glasses this year!

Now that we are back from Pax South we are looking to finish progression on Gravity Shot and continue to nail out all the features / fixes we need to do for a successful launch in March!
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Coming soon though is our indie dev setup video! Looking forward to showing you guys what I develop on daily and how it all works!