• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:58
CEST 09:58
KST 16:58
  • 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] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Evil Geniuses - shutting down13ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League55Weekly Cups (October 5-11): Farewell to 5.0.167
StarCraft 2
General
REPORT: StarCraft 2: Remastered In Development Evil Geniuses - shutting down How do you feel about the mass reverts in the 5.0.17 PTR? No more SC2 streamers on team liquid? Daily SC2 Player Grid - feedback wanted
Tourneys
ScienceCraft (October 24-25) - Live Event RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier Sparkling Tuna Cup - Weekly Open Tournament WORTEX Challenger Series — Open SC2 LAN in Budapes
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
Starcraft player cRuZa Passed away. Young Players Tournament Announced by SOOP Rollback Netcode in Brood War SCHNAIL now supports Remastered BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Small VOD Thread 2.0 2v2v2v2 Tournament [ASL22] Grand Finals [Megathread] Daily Proleagues
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) 50,000-Word Terran Builds Memo 2026-10-22 Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Armies of Exigo - YesYes? General RTS Discussion Thread Dawn of War IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
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 Artificial Intelligence Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion!
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
How Much Genes Contribute to…
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9410 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
Next event in 1h 2m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Leta 1166
Mong 163
Hyuk 40
NaDa 34
yabsab 10
Dota 2
NeuroSwarm191
Other Games
summit1g10052
C9.Mang0241
Livibee184
Sick129
Organizations
Counter-Strike
PGL11459
Other Games
gamesdonequick812
StarCraft: Brood War
UltimateBattle 7
[ Show 8 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
FEL
1h 2m
Patches Events
5h 2m
AI Arena Tournament
9h 2m
FEL
1d 2h
Sparkling Tuna Cup
1d 2h
Replay Cast
1d 15h
WardiTV Weekly
2 days
IntoTheTV X SOOP
3 days
ByuN vs Lambo
MaxPax vs Bunny
PiGosaur Cup
3 days
The PondCast
4 days
[ Show More ]
Kung Fu Cup
4 days
IntoTheTV X SOOP
5 days
SHIN vs GuMiho
Clem vs Classic
WardiTV Invitational
6 days
Epic.LAN
6 days
Liquipedia Results

Completed

Acropolis #5 - GSC
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
BSL Season 23
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
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
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
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.