• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:15
CEST 03:15
KST 10:15
  • 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
Code S Season 1 - RO8 Preview4[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10
Community News
Maestros of The Game 2 announcement and schedule !7Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25
StarCraft 2
General
Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results
Tourneys
Maestros of The Game 2 announcement and schedule ! GSL Code S Season 1 (2026) Sea Duckling Open (Global, Bronze-Diamond) RSL Revival: Season 5 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
Quality of life changes in BW that you will like ? Tulbo's ASL S21 Ro8 Post-Review Why there arent any 256x256 pro maps? Do we have a pimpest plays list? BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [ASL21] Ro8 Day 4 Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Daigo vs Menard Best of 10 Path of Exile Nintendo Switch Thread OutLive 25 (RTS Game)
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread European Politico-economics QA Mega-thread The Letting Off Steam Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1322 users

Student Game Dev Part 19 - Water and enemies

Blogs > Soan
Post a Reply
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
April 04 2014 01:43 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
Part Fifteen - Play testing
Part Sixteen - Editor and Art
Part Seventeen - Video!
Part Eighteen - Layers and Music


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 getting moving platforms to work properly, and had a new video. Last week I talked about getting some parallax scrolling working, and talking a bit about music for the game. This week I'll be talking about adding water to the game, fixing the enemy movement, and starting to add coins to the game.

Water
Added water to the editor, and got it functional in the game. Placing water areas in the editor is exactly the same as placing normal tiles, however the interaction between the player and the water tiles in the game is obviously different from the interaction with the normal tiles. Entering a water tile kills the player, as Sam is a terrible pirate who does not know how to swim. When writing this code though, rather than kill the player the instant they hit the water, I'm waiting until the player is at least partially in the water. If I didn't wait, then when the player died, it would look like they are standing on the water, like they're a Jesus pirate, which would look kind of silly.

The water doesn't look like much at the moment. It's just using a plain blue texture with a bit of transparency, without any animations. Making it animated would be pretty easy, but I'm not sure it's worth spending time on that just yet, I'll look at doing in the future. I probably will have time, with the way things have been going these last couple of weeks, but we'll see!

Enemy Movement
After I added the water, I realised that fixing the enemy movement so they didn't wander off the edges of platforms was relatively urgent. In a few places, they would wander off, then hit water and fall forever because I didn't have any checks for them hitting anything else. So now they're checking the level to see if there is a tile directly in front of them to stand on, and turning around if there isn't. This does mean that that each enemy is asking the level to check all the tiles against the position of the enemy, which is pretty inefficient, but it was the fastest way I could think of at the time to get it work.

It wasn't until a couple of days later that I realised implementing invisible trigger blocks would have made far more sense, and would allow these blocks to be used elsewhere. For instance, I could have trigger blocks to reverse an enemies direction, ones to cause an enemy to jump, or any other event that I wanted to trigger within the game. One of the tutors had even mentioned it to me some time ago as well, so I'm slightly annoyed at myself for not thinking about it before hand. If I have time, I might look at implementing invisible trigger blocks, but otherwise it's something to think about for the future, when I rebuild the entire engine to be infinitely better that it currently is.

Coins
Added pirate coins to both the editor and the game, although there is no interaction with them present in the game just yet. That is a job for next week. Didn't have any proper art for them, so I whipped up some quick programmer art, and created a sprite sheet to show the coins spinning around. It looks alright to me, at least for now.

[image loading]

I had been expecting to possibly need to put in some randomisation on which frame the animation started, but this turned out to not be necessary given the way the engine works. The animation doesn't start playing, or even processing it's frames, until the coin is visible on screen. So while every coin starts at the first frame, the time at which this starts is different for each coin, as they appear on screen at different times. So that creates a nice visual effect with all the coins on screen looking like they're rotating differently.

Screenshot
[image loading]
Current state of the game. No coins on this level yet, but you can see the water (the blue block), and the programmer art clouds in the background as a parallax effect. Still missing a few animations, but I've cleverly taken the screen shot at a point where only the existing ones are visible.

What's Next?
Next week, I'll be adding everything to do with the score. Gaining score on collecting coins/killing enemies, displaying the current score, and saving it per level as the score is done per level. Depending on how that goes, I'll also look at finally adding a sound system to the engine, so I can add some background music and sounds. If I get to that point I'll probably do another video 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.

*
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 04 2014 05:52 GMT
#2
With the enemies turning around at ledges, why not just have each enemy check its surroundings instead of every tile? Or am I misunderstanding you?

Lovely clouds.
Comprehensive strategic intention: DNE
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
April 04 2014 20:57 GMT
#3
I could do that, but they each enemy doesn't know what tiles are around them, and as they moved I'd have to update that information, which would still require checking the level to see what tiles were around them.

The entire thing is probably horribly inefficient, but it was the fastest way for me to get it up and running, which is the most important thing in this case.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 05 2014 00:42 GMT
#4
On April 05 2014 05:57 Soan wrote:
I could do that, but they each enemy doesn't know what tiles are around them, and as they moved I'd have to update that information, which would still require checking the level to see what tiles were around them.

The entire thing is probably horribly inefficient, but it was the fastest way for me to get it up and running, which is the most important thing in this case.

Yeah, and it probably doesn't really matter in the end. But, if you are drawing them moving, don't you know where they are? XD I dunno how your grid / objects / level data work so maybe it's just not worth making it work with a "check nearby" scheme.
Comprehensive strategic intention: DNE
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSL S1: Ro8 Group A
CranKy Ducklings73
Liquipedia
OSC
22:00
OSC Elite Rising Star #19
davetesta25
Liquipedia
The PiG Daily
21:20
Best Games of SC
Maru vs TBD
Maru vs Classic
herO vs Solar
ByuN vs Solar
PiGStarcraft500
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft500
SpeCial 151
RuFF_SC2 108
NeuroSwarm 35
StarCraft: Brood War
NaDa 29
Dota 2
monkeys_forever380
Counter-Strike
Doublelift2682
Other Games
gofns15613
tarik_tv9723
C9.Mang0365
JimRising 361
ViBE81
Organizations
Other Games
gamesdonequick2742
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• musti20045 146
• RyuSc2 32
• Sammyuel 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra3021
Upcoming Events
CranKy Ducklings
8h 45m
RSL Revival
8h 45m
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
9h 45m
Krystianer vs TriGGeR
Cure vs Rogue
SC Evo League
11h 45m
uThermal 2v2 Circuit
13h 45m
BSL
17h 45m
Artosis vs TerrOr
spx vs StRyKeR
Replay Cast
22h 45m
Sparkling Tuna Cup
1d 8h
RSL Revival
1d 8h
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
1d 9h
[ Show More ]
BSL
1d 17h
Dewalt vs DragOn
Aether vs Jimin
GSL
2 days
Afreeca Starleague
2 days
Soma vs Leta
Wardi Open
2 days
Monday Night Weeklies
2 days
OSC
2 days
CranKy Ducklings
3 days
Afreeca Starleague
3 days
Light vs Flash
Replay Cast
4 days
Replay Cast
4 days
The PondCast
5 days
Replay Cast
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Escore Tournament S2: W6
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

BSL 22 Non-Korean Championship
YSL S3
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
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.