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Author Archives: blanet910@yahoo.com

Making some progress

Hey everyone!

We are back after a looooooong absense! We have been off busy with our jobs that make us money! However, we are back and been cleaning up the engine and getting ready for a new game that we plan to release on steam. The game is called….Professor Quirk and his great adventure!

It will be a 2D sidescroller that includes blackholes, time travel, platformering, flying and other action packed adventures!
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We do hope to start updating this blog consistently with the progress of the game, and like always, you can check it out @ livecoding.tv/radlabgaming

Thanks and see you guys later!

blanet910@yahoo.com

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

blanet910@yahoo.com

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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Bryce 

RadLabGaming

blanet910@yahoo.com

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

blanet910@yahoo.com

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

blanet910@yahoo.com

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

blanet910@yahoo.com

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!

blanet910@yahoo.com

GravityShot Day 3

Hello everyone!

Today we are streaming Day 3 of our Gravity Shot development and looking to nail down some pretty big parts of the system and really start to see the game come together.

We plan on loading up the level today as well as getting the physics built into the level itself! It should be a fun stream and would love anyone interested to come join, ask question, and watch as we develop a new 2D arena game!
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See ya guys at pax!

blanet910@yahoo.com

New Year Update

Hey everyone! It is the new year and this year is going to be focused on blogging our status, tutorials, and just building are fan base as we work on finishing a few games.

We are currently live streaming on livecoding.tv/radlabgaming and are in the process of producing our new 2D game called Gravity Shot. The good news is after the first release of our game we learned quite a bit of things we didn’t expect going into the release on steam. This has lead to gain some bad reviews which are well justified and we completely understand and hope to improve and avoid in our next game. This game will be using our brand new game engine that has been in production for the last 6- 8 months. This will allow us to produce better efficiency, quicker bug fixes, and get rid of any of the small glitches that came with our first release.
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Get ready for a great year!

blanet910@yahoo.com