Friday, July 12, 2013

Texture transparency sorted out, beginnings of Radar


In my last post, I was complaining about getting the transparency working correctly, and given a few hours away from the keyboard, I realized that I wasn't doing the dumb stuff that you gotta do to make that work correctly. With this screenshot, you can see a radar display (really, that ought to be RADAR, as it's a proper acronym), which uses texture alpha correctly. I probably need to redo the art, because it has all sorts of sloppy edges. Still, the technology is working.

You won't see it in the screenshot, but if you go to http://bigdicegames.com/BZone/bzone.html you will see the win/loss textures displaying. I'm still not sure that everything's right there - the loss text seems like it has more transparency than the win text. On the list to revisit.

TODO:

  • radar - actually display blips for enemy tanks (and objects?)
  • damage display - I made art for a damage display, which I intend to put on the lower right corner.
  • positional damage model - I'll want to track how the projectiles hit the player so that damage is assigned correctly.
  • proper game modes - right now, you have to hit F5 to restart the game. That's no good. Also, there ought to be a title screen and stuff.
  • buddy - fight evil, little wooden boy!
  • sounds - really.

Nothing on that list is difficult, nothing on that list is anything I need to learn how to do.

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