• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:22
CET 05:22
KST 13:22
  • 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
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!41$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
StarCraft, SC2, HotS, WC3, Returning to Blizzcon! Mech is the composition that needs teleportation t TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
$5,000+ WardiTV 2025 Championship Constellation Cup - Main Event - Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[BSL21] RO32 Group A - Saturday 21:00 CET [ASL20] Grand Finals [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1031 users

Student Game Dev Part 15 - Play testing

Blogs > Soan
Post a Reply
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
March 07 2014 21:41 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
Part Thirteen - Context menu + enemies
Part Fourteen - Enemies and Problems


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 implementing the first, most basic enemy and its interaction with the player. This week I'll be talking about continuing on with implementing the basic enemy, fixing the camera, multiple levels, and the first play testing session. I've also got some new concept art!

Basic Enemy
The basic zombie pirate is mostly done. I still need to have them turn around before falling off a platform, but otherwise they can kill the player, and the player can kill them. If both are attacking and have collided, then the zombie pirate gets priority and the player dies. If the player runs into the back of a zombie pirate without attacking, the zombie pirate turns around and kills the player.

It's pretty likely that they'll be the only enemy type present in this first version, as I don't think I'll have time to implement, and I'm not sure that my artists will have time to create the necessary animations. There's only 10 weeks left in my degree after all! (Which is actually kinda scary.)

Fixing the Camera
I fixed the camera and the scrolling this week as well. Previously, when I first set everything up, all the positions of the objects in the level, the player, tiles, etc, were initially done from screen co-ordinates, so if the resolution changed it would all display kind of weirdly. Not really sure why I did it that way in the first place, as it doesn't really work. When the camera was at (0,0), its top left corner was sitting at the top left corner of the screen, but not at the top left corner of the level, which is how I actually want it to work. So I adjusted the camera to take the screen resolution into account.

I then had to adjust the position of level objects, as the change to the camera had thrown everything off. Getting the vertical scrolling working was especially a bit tricky, as the camera is designed to follow the players position, I couldn't just take the players y position, or the difference between that and the point where vertical scrolling starts, as the cameras new y position. Again, I had to take into the level height relative to the screen height into account, so the new method of finding the correct y position for the camera looked something like this:

(level height - screen height) - (scroll up point - player y position)


Before hand, the cameras y position would have been at 0 when the player started moving up the screen, so I just took the difference between the scroll up point and the players y position (which was in screen co-ordinates!) to find the new y position.

Multiple Levels
I managed to implement multiple levels this week, no level selection screen just yet, but it's possible to play through more than one level and then return to the main menu. Right now it's really simple and you load into the next level immediately, but later on I'll need to display final score calculations before loading the next level. It works well enough as it is, however the first time I finished the first level and hit the second, I started running into invisible walls. Once I turned on my physics debugging so I could see bounding boxes, I discovered that all the physics actors from the previous level were still present! Once I fixed that by making sure a finished level was properly removed from everywhere it needed to be removed, so all the physics actors were destroyed, etc, everything worked nicely.

Play Testing
Had a little bit of external play testing today, which went ok. Some point during the week I seem to have created a few bugs, where occasionally the players position would not be reset correctly when they died, or enemies would appear inside platforms, or animations wouldn't play correctly, which was annoying, but that's programming for you I suppose. Add new features or modify/fix existing ones, break something else in the process. Otherwise testing went ok, got some good feedback on the movement and how the combat worked, including a couple things I hadn't thought of. I have been planning to change the size of the players bounding box when they attack, but it was suggested that I could just use a entirely separate one poking out in front of the player instead. Which might actually be easier to do instead.

New Art
This week I have a couple pieces of concept art showing off the basic zombie pirate.
[image loading]
[image loading]

What's next?
Next week I'll be attempting to fix some little bugs, adjust the movement, and possibly look at making the combat feel better. I'll also be looking to hopefully start work on the parallax effects. I'll probably do a new video some time next week as well.

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.

Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
PiGosaur Cup #55
Liquipedia
BSL 21
20:00
ProLeague - RO32 Group A
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 190
StarCraft: Brood War
Britney 18325
Sea 5254
PianO 333
NaDa 82
Noble 56
Sharp 55
sorry 2
Dota 2
monkeys_forever486
NeuroSwarm93
LuMiX2
League of Legends
JimRising 781
Counter-Strike
Stewie2K134
Heroes of the Storm
Khaldor132
Other Games
tarik_tv11969
summit1g8943
WinterStarcraft313
ViBE97
goatrope40
Organizations
Other Games
gamesdonequick620
Counter-Strike
PGL122
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 101
• davetesta11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21353
Upcoming Events
Sparkling Tuna Cup
5h 38m
WardiTV Korean Royale
7h 38m
LAN Event
10h 38m
ByuN vs Zoun
TBD vs TriGGeR
Clem vs TBD
IPSL
13h 38m
JDConan vs WIZARD
WolFix vs Cross
BSL 21
15h 38m
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d 4h
Wardi Open
1d 7h
WardiTV Korean Royale
2 days
Replay Cast
3 days
Kung Fu Cup
3 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
[ Show More ]
Tenacious Turtle Tussle
3 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
5 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
6 days
BSL 21
6 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.