In the last post I laid out my plan for my AI vision component. With this post I’ll get to the implementation by starting with the creation of a quadrilateral struct.
Looking at the last post date on this blog I realize just how much I’ve been working on this game. It’s nuts the amount of time I’ve been putting into this! What, you ask, have I been toiling away on for so long? Artificial intelligence (AI). I always knew I’d need some AI for the game’s foes, but in working on it I’ve decided to try for AI smart enough to have AI allies (but that’s another post). I’ve never programmed AI before so this has been a bit of an adventure for me and the first piece is finally in place.
So your game’s coming along and you want to add some text to display the player’s high score on the screen, but how do you do that? The answer is SpriteFonts. A SpriteFont is an XML representation of a TrueType font (TTF) installed on your system — and, yes, it must be installed on your [...]
One important feature in any game is pausing. Pausing allows players to take a break when nature calls or the pizza delivery guy is at the door and then get back into the action when they are good and ready. Despite the fact that pausing is so common, Torque X (TX) provides no standard method [...]
The Platformer Starter Kit (PSK) for Torque X is a great way to get things up and running in a hurry, but it lacks a few features common to most platformers. One of these features is a time-based jump — your character jumps higher the longer you hold the jump button. After a bit of [...]
Previously on Camera Tracking with Muliple Players.
In the last article we set up a camera tracker scene object to track the position of our scene camera between two players. At the end of the article I left three TODOs: zooming, constraint and positioning. Today I’m going to scratch two of those off my list. Part [...]