• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:57
CEST 01:57
KST 08:57
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Neeb returns to progaming; rejoins ONSYDE6Weekly Cups (July 20-26): Early returns on 5.0.16b5IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"7ZeroSpace Early Access is Now Live!40
StarCraft 2
General
Weekly Cups (July 20-26): Early returns on 5.0.16b Neeb returns to progaming; rejoins ONSYDE Terran or Protoss 3kb/s downloading patch..... are we back to 1998? Daily SC2 Player Grid - feedback wanted
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
BW General Discussion screpdb: new Starcraft reporting tool ASL22 General Discussion ASL 22 Proposed Map Pool Klaucher discontinued / in-game color settings
Tourneys
[Megathread] Daily Proleagues 2v2v2v2 Tournament Star Con San Diego 2026 Escore Tournament - Season 3
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Simple Questions, Simple Answers PvT advise for noobs
Other Games
General Games
Nintendo Switch Thread ZeroSpace Early Access is Now Live! Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread European Politico-economics QA Mega-thread How to buy a book - shipping from Korea to Europe
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread 2026-27 Football Thread placeholder TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Games, Hormones, and "Dark" …
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3537 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 3m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft371
ViBE115
ProTech77
CosmosSc2 45
StarCraft: Brood War
GuemChi 3036
Artosis 581
Larva 293
NaDa 109
Dota 2
monkeys_forever255
League of Legends
JimRising 904
Counter-Strike
summit1g10553
shahzam452
minikerr83
Super Smash Bros
hungrybox847
AZ_Axe54
Other Games
tarik_tv5308
Day[9].tv707
C9.Mang0303
ToD273
Mew2King142
UpATreeSC93
Livibee84
Maynarde71
Trikslyr39
Temp04
Organizations
Other Games
gamesdonequick1146
BasetradeTV185
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 101
• davetesta14
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21207
League of Legends
• Scarra1547
Other Games
• Day9tv707
Upcoming Events
PiGosaur Cup
3m
The PondCast
10h 3m
Kung Fu Cup
11h 3m
Patches Events
16h 3m
Replay Cast
1d 9h
CrankTV Team League
1d 11h
OSC
1d 13h
OSC
1d 17h
Replay Cast
2 days
Escore
2 days
[ Show More ]
CrankTV Team League
2 days
OSC
2 days
Replay Cast
3 days
Afreeca Starleague
3 days
RSL Revival
3 days
ByuN vs SHIN
Solar vs Lambo
WardiTV Summer Champion…
3 days
Afreeca Starleague
4 days
RSL Revival
4 days
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
4 days
WardiTV Weekly
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-07-27
SCTL 2026 Spring
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
Proleague 2026-07-28
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
Acropolis #5
Escore Tournament S3: W6
Escore Tournament S3: W7
Escore Tournament S3: W8
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 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.