Misi Hijau: Devlog #5
This week I glued different parts of my game together, and prepared for my game submission.
Progress Bars
Super fun piece to implement (I like geometry math and logic now).
Check this out:
class ProgressStatusbarItem:
...
def _recalculate_text_coords(self):
if self.text_over_bar:
self.text_x = self.bar_x + (self.bar_width - len(self.text_over_bar * pyxel.FONT_WIDTH)) // 2
self.text_y = self.bar_y + (self.bar_height - pyxel.FONT_HEIGHT) // 2
def _recalculate_bar_coords(self):
if self.icon: # as you can see, the icon is an optional addition
self.height = max(self.icon.h, self.bar_height)
self.bar_y = self.y + (self.icon.h - self.bar_height) // 2
self.bar_x = self.x + self.icon.w + self.icon_gap
else:
self.height = self.bar_height
self.bar_y = self.y
self.bar_x = self.x
...
I still had the GameStatusbar
class in components.py
, but I modified it to allow 2 types of statusbar item: the text statusbar item and this progressbar item.
Game Dialog
Another fun to implement component, but it’s pretty much the second most buggy thing in this game (the first one being my blinking hint text). I left out some important parts of the dialog, like a proper middle-alignment for the text and a blinking “close dialog” text. But I’m fine with it since the dialog only show up (at least) 3 times in my game.
Squidge
THE PINK RETARDS
I CANT MELEE THEM
THEY CAN PISS ON ME THOUGH
— Eason 2023
So uh, I rushed Squidge’s (my fav alien in this game btw) behaviour in like 15 minutes. They shoot “bullets” (idea from same person I mentioned before too) like so:
I had to use some weird trigonometry functions to get x and y components for my squidge’s bullet movement, which was very fun to write:
dx = x_enemy - x_player
dy = y_enemy - y_player
angle_rad = pyxel.atan2(dy, dx) # get angle
# calculate the x and y components of the angle
x_component = pyxel.cos(angle_rad)
y_component = pyxel.sin(angle_rad)
self.append_bullet(x_enemy, y_enemy, pyxel.COLOR_YELLOW, y_component, x_component, 2, 2, True)
thanku chatgpt
However, the overall implementation was so bad—I had like 3 different event handlers on different sprites just to handle Squidge’s bullets.
Video Editing
I began editing my video at like 10 PM 💀 Oh and yes, I was supposed to submit a video about my game, not the game file itself.
I only need to show these things:
- My game script
- My gameplay
- Pic of me coding 🙄
I recorded my gameplay while praying there won’t be any bugs anymore, and slammed it into Blender—only to realize I forgot to show my game script. And so, I quickly just showed a tour of my project, while explaining a bit of my game architecture in Vim 🤡 I planned to talk in video while flexing my cool programming vocabulary but I didn’t because I don’t want to waste my time suppressing static noise in my audio and doing that kind of thing.
Final Words
Game development isn’t really my cup of my tea, but I learned a bunch of new things from this game jam! This is the first game I consistently developed in 2 months, and I still couldn’t believe I made it till the end.
I have a really bad feeling about my submission after looking at my friend’s submission which looks way better. Hopefully using Python is a plus point (can’t wait to write games in Rust or something).
Yay, maybe I can call myself a real programmer now.