• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:15
CEST 04:15
KST 11:15
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon111
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon Weekly Cups (Sept 21-27): herO and ByuN double Recent Patches and the Future Stellar Fest 1 Replay Pack Balance hotfix patch 5.0.16b (July 16)
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Grand Finals SC2 INu's Battles#21 [ 3-Days tournament ] ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? Bot on ladder a Announcement on the JEDI Ringing Where can I find Flash replays that work? BW General Discussion
Tourneys
[ASL22] Ro8 Day 4 [ASL22] Ro8 Day 3 [Megathread] Daily Proleagues [ASL22] Ro8 Day 2
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero Nintendo Switch Thread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine All you football fans (soccer)! Russo-Ukrainian War Thread Artificial Intelligence Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8573 users

Student Game Dev Part 13 - Context menu + enemies

Blogs > Soan
Post a Reply
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
February 21 2014 02:08 GMT
#1
+ Show Spoiler [Previous parts] +
Part One - It begins
Part Two - Technical Foundation
Part Three - Game Design
Part Four - Input and Physics
Part Five - More Physics Things
Part Six - Even More Physics
Part Seven - User Interface
Part Eight - UI and the Editor
Part Nine - Editor Progress
Part Ten - Progress, and videos
Part Eleven - Fixing the Physics
Part Twelve - Unproductive


This Week
Hello again TeamLiquid! Welcome back to my blog about the development of The Adventures of Sam the Pirate, the 2D platformer I'm creating as the final game project for my Bachelor of Software Engineering degree. Last week I talked about creating the context menu, this week I'll be talking about further work on that, and the work I've done on the editor. Saw a few pencil sketches of character concept art from an artist earlier in the week as well, and I liked what he'd done, so with any luck I will have some character art to show off relatively soonish.

Editor Progress
Context menus now feature buttons, all added and removed dynamically, rather than having to edit code every time I want to change it. Right now, the only functionality in the menu is buttons, but given that I've only got about 12 weeks left, that's probably how it will stay. I would like to add other elements, like drop down, check boxes, etc, but that'll possibly be something for the future after I graduate.

Each context menu is created from an initialization file, containing information on what buttons are there, all the related art, heights of the buttons, width of the menu etc. The height is automatically worked out based on the combined height of all the buttons. The display order of the buttons is done by the order they are created in, so if I want to change the order they're displayed in, I just change the order of creation. When I create other elements that can be added to a context menu, I'll probably have to change how this is done. I'll likely just add a sorting value or something to each object, so they can be sorted in order from highest to lowest, or vice versa.

The editor can now also remove existing tiles, which was something I probably should have done just after being able to add tiles, but never got around to implementing it. The next step is to be able to alter the players start position in the level, which is currently hard coded. This will be relatively simple, and I might work on it after I finish writing this blog post!

Basic Enemies
Part of my work in the editor this week was being able to place the basic zombie pirate enemy, which I can now do. They get saved out to file with the rest of the levels information, and are being loaded into the game in the correct positions. They don't do anything, and are using the same temporary art as seen in this video, so I don't have any videos or screenshots this week! Maybe next week I'll have a new editor video to show the context menu and placing enemies etc.

The current plan for the basic enemy in game, is for it to just walk back and forth. They'll be checking the next grid square in front of them to see if there's anything there, either by using a ray cast, or directly checking that position, and if there is, they'll turn around and walk the other direction until they hit a wall or ledge. As for killing the player when they are nearby, I've got a couple thoughts on how to detect that.

One option, is for the zombie pirates bounding box to be wider than necessary. Then when the player enters that area, it is shrunk to a smaller size, the zombie pirate start attacking, and then I do collision detection from there. The other option I'm thinking of involves checking in a radius around the enemy for the player, and if found, start attacking. It's the same end result, but the first one seems like it might be slightly more efficient, as it's making use of existing physics code, whereas the second option requires adding extra code to the zombie pirate to scan the area around it.

One other consideration for player/enemy interaction, is what if they're both attacking? Which one takes priority? Enemies will probably always be attacking if the player is in range, so perhaps the player should take priority and kill the zombie pirate. Unless of course, enemies have a delay between attacks, and the player can only kill them during that delay. I think I like the second option better, as it could make killing enemies slightly more about skill. Instead of just mashing the attack button as you run through zombie pirates, you have to time it for the delay between their attacks.

I also need to think about whether or not the zombie pirates should follow the player when they are close, or simply walk their paths and attack when the player is in the way. During our Artificial Intelligence player we wrote the AI for a game, where the AI units could detect the player and chase them until they player went out of range. I think it would be interesting to implement something similar here. Give all enemy units a sight range, and have them chase the player for as long as the player is in sight range. The grid nature of each level means I could use a path finding algorithm such as Djikstras or A* so that they can jump up and down platforms, before finding their way back to their area. It's probably a bit much to implement before I graduate in May, so I'll probably stick to something simple and just have them go back and forth, but I think I'll definitely look into chasing and path finding for enemies in the future.

What's next?
Over the next week I'll be implementing enemy functionality, their movement and interaction with the human player. I also need to look at some of the in game menu stuff, as currently there's no way to get back from the game to the title screen in order to start a new game, which is functionality I'll probably need in order to conduct play testing in a couple of weeks. I'll also be poking my artists to see what they've come up with and hopefully have some new pretty pictures to show.

Keep up to date!
Be sure to follow me on Twitter, and like the Facebook page to stay up to date on future content and blog posts when they happen. If you have any questions don't hesitate to ask, either through Twitter or Facebook! You can also check out the blog, previous posts, screenshots and videos over at my site.

*****
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
February 21 2014 07:46 GMT
#2
Thanks for these posts.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#101 (PatchesSC Mod Edition)
PiGStarcraft470
CranKy Ducklings70
EnkiAlexander 30
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft470
RuFF_SC2 102
CosmosSc2 64
Nina 52
StarCraft: Brood War
Rain 2237
Artosis 621
Shuttle 0
Dota 2
febbydoto13
Counter-Strike
Coldzera 1122
taco 368
minikerr15
Super Smash Bros
hungrybox531
Other Games
summit1g8472
JimRising 680
Day[9].tv479
C9.Mang0361
ViBE148
Maynarde147
Livibee108
ArmadaUGS31
Organizations
Other Games
gamesdonequick1113
Dota 2
PGL Dota 2 - Main Stream129
[ Show 12 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP26
• OhrlRock 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Day9tv479
Upcoming Events
Kung Fu Cup
8h 45m
Stellar Fest
10h 45m
The PondCast
1d 7h
OSC
1d 10h
Stellar Fest
1d 10h
OSC
1d 21h
Stellar Fest
2 days
CranKy Ducklings
3 days
Online Event
3 days
FEL
3 days
[ Show More ]
AI Arena Tournament
3 days
BSL: Ladder Tournament
3 days
Sparkling Tuna Cup
4 days
INu's Battles
4 days
herO vs Classic
Percival vs Rogue
BSL Open Qualifier
4 days
BSL Open Qualifier
4 days
Replay Cast
4 days
WardiTV Weekly
5 days
Replay Cast
5 days
INu's Battles
6 days
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
6 days
Liquipedia Results

Completed

Proleague 2026-09-27
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.