• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:49
CEST 05:49
KST 12:49
  • 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
BGE Stara Zagora 2025: Info & Preview27Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL46Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30
Community News
Weekly Cups (June 2-8): herO doubles down1[BSL20] ProLeague: Bracket Stage & Dates9GSL Ro4 and Finals moved to Sunday June 15th12Weekly Cups (May 27-June 1): ByuN goes back-to-back0EWC 2025 Regional Qualifier Results26
StarCraft 2
General
Weekly Cups (June 2-8): herO doubles down The SCII GOAT: A statistical Evaluation BGE Stara Zagora 2025: Info & Preview Magnus Carlsen and Fabi review Clem's chess game. Jim claims he and Firefly were involved in match-fixing
Tourneys
Bellum Gens Elite: Stara Zagora 2025 Sparkling Tuna Cup - Weekly Open Tournament SOOPer7s Showmatches 2025 Master Swan Open (Global Bronze-Master 2) $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
Will foreigners ever be able to challenge Koreans? BGH auto balance -> http://bghmmr.eu/ Mihu vs Korea Players Statistics BW General Discussion [BSL20] ProLeague: Bracket Stage & Dates
Tourneys
[ASL19] Grand Finals NA Team League 6/8/2025 [Megathread] Daily Proleagues [BSL20] ProLeague Bracket Stage - Day 2
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Armies of Exigo - YesYes? Nintendo Switch Thread What do you want from future RTS games? Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Heroes of the Storm 2.0 Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Vape Nation Thread European Politico-economics QA Mega-thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard
TL Community
The Automated Ban List
Blogs
Cognitive styles x game perf…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Poker
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 22304 users

Student Game Dev Part 20 - Score and decisions

Blogs > Soan
Post a Reply
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
Last Edited: 2014-04-13 00:13:24
April 12 2014 06:35 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
Part Nineteen - Water and Enemies


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 adding water to the game, fixing the enemy movement, and starting to add coins to the game. Bit of a later post, been pretty busy looking at houses to rent and moving into some temporary accommodation. This week I'll be talking about implementing the score and displaying it. I'll also talk about a decision I made regarding the number of levels, and have another new piece of music.

Score
Implemented scoring this week, so now when the player kills an enemy, or collects a coin their score goes up. Score is saved per level, so each level has its own high score, instead of their being a total overall score that carries on from level to level. I will be adding a level selection screen to the game, similar to what is present in Super Meat Boy, so that is a big part of the basis for score being individual to each level. So players will be able to replay any level they like, in order to try and beat their highest score. While it is implemented, I still need to compare the score earned against the current high score before saving it out to file.

Rendering the score was slightly tricky, as I don't want to render just straight text, as the SDL library I'm using for text is a bit slow when compared to normal sprite rendering. So I decided to use a sprite sheet, containing the digits 0-9, and use that instead. In order to do this, I need to pull out each individual digit from the number, and then render each individual digit. Pulling each individual digit out out of the integer is the tricky part, but I remembered having covered this in a class somewhere, so a quick google to refresh my memory and it was all done pretty easily. Ended up with code that looks a bit like what is listed below. If you've got any questions about it, feel free to poke me on Twitter.

tempScore = currentScore; // save the current score into a new temporary variable as we'll be modifying it
lastDigit = tempScore % 10; // the modulus operation gives us the last digit of the score
numbersSprite->setClip(numbersArray[lastDigit]); // each number from 0-9, matches an array index of clipping areas for the number spritesheet
numbersSprite->setPosition(position); // set the position to render at
numbersSprite[lastDigit]->Render(); // render the number
tempScore /= 10; // divide by 10 to shift the score 1 decimal point to the right. Using integers to everything after the decimal is lost.
position.x -= spriteWidth; // change the position for the next digit, rendering from right to left


This is repeated until tempScore is 0, at which point we have finished rendering the current score and can stop. This kind of code is like magic and makes me feel like a wizard.

Decisions
After thinking about it for a while, I decided to cut the total number of levels from 40 to 20 this week. In one of my earlier blogs I talked about the variety of environmental hazards and enemy types I wanted to include. I've come to the realisation recently that I probably don't have time to implement more than what I already have. This is all fine and good, as I expected I might have to cut some things in order to complete the game on time, but how would I fill out 40 levels with the current mechanics?

Currently, I have one enemy type, moving platforms as a level mechanic, and water as an environmental hazard. I might have time to implement some quicksand as another environmental hazard, but what would 40 levels of this be like? I think it would be pretty boring, if nothing new is introduced occasionally from level 1 all the way to level 40. I already have 17 levels designed on paper, so cutting the total to 20 makes sense, and it's also a nice round number.

I'd also been planning on implementing a timer, with a lower time resulting in a higher score, but I'm not sure I'll have time to implement this either.

Music
New piece of music, for the zombie pirate fort area of the game.

Oops, looks like your browser doesn't support the audio tag yet. You can download the file manually: http://swashbucklinstudios.com/wp-content/uploads/2014/04/Fort-area.mp3

If you're interested in more music from the artist, he has a website over at Eternal Vibration that you can check out.

What's Next?
Next week I'll be tidying up the visual side of the score a little, and start implementing sound. Would've like to have the score side completely done this week, but I've been a bit busy outside work, looking at houses and preparing to move.

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.

JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2014-04-12 06:53:25
April 12 2014 06:52 GMT
#2
woow it's Pebble's music!!
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 12 2014 17:58 GMT
#3
This is repeated until tempScore is below 0, at which point we have finished rendering the current score and can stop.

Do you mean less than 1? Otherwise dividing by ten will never get you below 0 right? And yes I love that modulo 10 trick. ^^
Comprehensive strategic intention: DNE
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
April 13 2014 00:12 GMT
#4
Dividing by ten will get me to 0, in a way, as I'm using integers. So when I divide by 10 and it becomes 0.123 for example, the .123 is lost and I get 0. Guess I should edit it to clarify that.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 13 2014 00:19 GMT
#5
On April 13 2014 09:12 Soan wrote:
Dividing by ten will get me to 0, in a way, as I'm using integers. So when I divide by 10 and it becomes 0.123 for example, the .123 is lost and I get 0. Guess I should edit it to clarify that.

oh I'm a dummy and skipped that part. yeah ees gut :D
Comprehensive strategic intention: DNE
Please log in or register to reply.
Live Events Refresh
Next event in 7h 12m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 248
Livibee 213
Nina 211
RuFF_SC2 161
StarCraft: Brood War
PianO 92
Sharp 88
Bale 12
Icarus 8
Terrorterran 1
Dota 2
monkeys_forever638
League of Legends
tarik_tv6672
JimRising 935
Super Smash Bros
Mew2King101
Heroes of the Storm
Khaldor156
Other Games
summit1g8364
FrodaN3263
shahzam1889
WinterStarcraft443
ViBE243
Models3
Organizations
Other Games
gamesdonequick682
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Berry_CruncH298
• practicex 30
• davetesta24
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• RayReign 10
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler62
League of Legends
• Doublelift5787
• Lourlo925
• Shiphtur912
Upcoming Events
Wardi Open
7h 12m
Replay Cast
20h 12m
Replay Cast
1d 6h
WardiTV Invitational
1d 7h
WardiTV Invitational
1d 7h
GSL Code S
2 days
Rogue vs GuMiho
Maru vs Solar
Online Event
2 days
Replay Cast
2 days
GSL Code S
3 days
herO vs Zoun
Classic vs Bunny
The PondCast
3 days
[ Show More ]
Replay Cast
3 days
WardiTV Invitational
4 days
Korean StarCraft League
4 days
CranKy Ducklings
5 days
WardiTV Invitational
5 days
Cheesadelphia
5 days
GSL Code S
6 days
Sparkling Tuna Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 17: Qualifier 2
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.