Post news RSS TheyDoNotDie R14

Just finished up some improvements. It's still not as complete as R12 (this is the second release since I started over and switched from using DarkGDK and DirectX to SDL and OpenGL)but I'm getting it there.

Posted by on

Its still not as complete as R12 but I'm getting it there.

Rather then running in a 640x480 window it goes full screen now and uses whatever your desktop resolution is. I have the environment rendering properly (still no objects like crates and cars but the tile map is going fine). The roofs of buildings fade in and out of view like they did before. RekcahDam's music has made a return. Zombies are back (they are drawn on screen and move towards you). I also have the basics of the box2d stuff working so your movement, the movement of the zombies and all the collision detection (no more walking through walls) is physics based once again.

Without the darkness around the edges of the screen and the cloud shadows everything looks really bright and flat but despite its lack of completion there are already a few ways in which its looking better then R12. I redid some of the sprites (though they aren't drastically different). I finished fixing the problems of the edges of the textures for map tiles so it shows the full tile right up to the edge without it bleeding over and incorrectly showing edges of unrelated tiles (nobody ever seemed to complain about it but before the switch there would for example at times have lines through roofs of buildings where you could see in when you shouldn't have been able to). Also as a direct result of switching over to OpenGL there are no longer any problems of overlapping sprites rendering incorrectly (something that I spent forever trying to fix but never could before switching).

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.