play the game first
call me freefliesvirus. what am i meant to put here again?
bulletheli was made as a school project, i made it in c++ with raylib and no game engine
i modelled all my systems after how i remember godots working except simpler, then had to go through near every file 2 different times because i made it too simple
i had nodes, sprites, something that worked like an area2d. i set up transform children, drawing with the correct z index. i arranged the meeting, i arranged the menu, the venue, the seating
it ended up pretty simple still. at the back there were three interconnected types, node, game, and scene. the latter two inherit the former
node could have children and had update/draw functions to be overridden
game handled sorting the draw order and calling those update/draw functions. it would always update children of itself even if they arent in a scene. it had two variables for scenes, current and waiting, that werent children. at the end of the update loop if theres a waiting scene itll kill the current scene and replace it
scene was just like a node. but it was important for game and nodes have a function to get the current scene theyre under
everything else fizzles out into not being connected. i made a bunch of base parts i arranged together into more complicated pieces
the menu system was fun, it has tab navigation. i hooked right click in to work as tab since it wasnt being used anywhere else and teacher terry really liked the right click navigation
reading so boring... heres your visual treat. picture of old build

can you even find the fly?
the oldest sprite that remains untouched are the health portraits. the fly, swatter, and bird sprites predate it but were all touched
my last few days have been working a lot of visuals, trying to actually make it look presentable. better sprites, better colors. a fly that doesnt blend in
i have a little respect for myself as a cartoonist
did you know visual studio has an image editor? i didnt. i dont even remember how i found it but i used it to make the sprites transparent since paint still doesnt have that
there was no planning for this game, i made stuff as i thought of it or as it came up. since it was made for school though there was a room full of people studying good game design i could pull from to test, and that includes their teacher. he made blood gulch for halo 1. the guy who made blood gulch said this was a great game
or maybe he didnt say great, but something positive about it. he said it was too hard so i made fun of him in the settings menu
i also dont legally own this game since i made it for school, so i cant merchadise or sell it without asking them very nicely which i probably wont do. sorry if you wanted a the fly pin
i hope its okay these are rambly. i mean, it is okay, this is my website and i can do whatever i want here. hopefully i never have to use this as a portfolio for business or anything though because i dont want to rewrite it all to not sound like a genuinely crazy person
call me freefliesvirus. what am i meant to put here again?
bulletheli was made as a school project, i made it in c++ with raylib and no game engine
i modelled all my systems after how i remember godots working except simpler, then had to go through near every file 2 different times because i made it too simple
i had nodes, sprites, something that worked like an area2d. i set up transform children, drawing with the correct z index. i arranged the meeting, i arranged the menu, the venue, the seating
it ended up pretty simple still. at the back there were three interconnected types, node, game, and scene. the latter two inherit the former
node could have children and had update/draw functions to be overridden
game handled sorting the draw order and calling those update/draw functions. it would always update children of itself even if they arent in a scene. it had two variables for scenes, current and waiting, that werent children. at the end of the update loop if theres a waiting scene itll kill the current scene and replace it
scene was just like a node. but it was important for game and nodes have a function to get the current scene theyre under
everything else fizzles out into not being connected. i made a bunch of base parts i arranged together into more complicated pieces
the menu system was fun, it has tab navigation. i hooked right click in to work as tab since it wasnt being used anywhere else and teacher terry really liked the right click navigation
reading so boring... heres your visual treat. picture of old build

can you even find the fly?
the oldest sprite that remains untouched are the health portraits. the fly, swatter, and bird sprites predate it but were all touched
my last few days have been working a lot of visuals, trying to actually make it look presentable. better sprites, better colors. a fly that doesnt blend in
i have a little respect for myself as a cartoonist
did you know visual studio has an image editor? i didnt. i dont even remember how i found it but i used it to make the sprites transparent since paint still doesnt have that
there was no planning for this game, i made stuff as i thought of it or as it came up. since it was made for school though there was a room full of people studying good game design i could pull from to test, and that includes their teacher. he made blood gulch for halo 1. the guy who made blood gulch said this was a great game
or maybe he didnt say great, but something positive about it. he said it was too hard so i made fun of him in the settings menu
i also dont legally own this game since i made it for school, so i cant merchadise or sell it without asking them very nicely which i probably wont do. sorry if you wanted a the fly pin
i hope its okay these are rambly. i mean, it is okay, this is my website and i can do whatever i want here. hopefully i never have to use this as a portfolio for business or anything though because i dont want to rewrite it all to not sound like a genuinely crazy person