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@metiridubstep
https://soundcloud.com/metiri/goofing-off
https://soundcloud.com/metiri/why-i-dont-make-dubstep-anymore
https://soundcloud.com/metiri/just-beats
https://soundcloud.com/metiri/ride-1
Breakout! Day 3 - ItāsĀ Coming Together
Woo! Day 3 has been great. Great and long.
So what did I accomplish today?
Oh man. After a long amount of time I have decided to end day 3. This post is coming up a bit late, but as you can see from the gif above, itās worth it.That gif is what I have so far! Can you believe it? After only 3 days I have something that resembles a game! This is actually exciting. So letās get jiggy wit it technical.
Since yesterday Iāve redone all my code. I started with the Game class, which has a Ball and Paddle object. It takes care of all the input, logic updating, and drawing. Itās basically doing everything. It is enforcing the rules of the game. Well it will be in the coming days. I have just created a platform to build upon, and a good one at that. I also made a Ball and Paddle class. Pretty simple stuff, really. The ball handles collisions and itās own movement. Iām trying to embrace encapsulation and I hope Iām understanding it correctly. The paddle is the player controlled (via the mouse) square that stops the ball from hitting the bottom of the screen. Itās working flawlessly. Iāve solved the problems I was having yesterday with frame-independent movement. I also implemented a fixed time step to stop the game from running differently on different machines (hopefully). It is wonderful to see the progress Iāve made so far. I canāt wait to wake up tomorrow and work on it.
But for now⦠I must sleep.
Breakout!Ā Day 1: An Idea
So here I am. Day 1. The first game I am going to be making is a Breakout! clone.
If you donāt know what Breakout! is, you do. The player controls a paddle that moves horizontally, bound by the screen, which is used to bounce a ball back up (and away from the horrible bottom of the screen which causes a loss of a life) at a bunch of bricks. These bricks break and the ball will bounce back. Once all the bricks are broken, the player has won. But if the player loses three lives by the ball hitting the bottom of the screen past her paddle, the game is lost.Ā
So what did I accomplish today?
Welp, not a whole lot, but enough to be satisfied because it is a start. Iāve spent my day wondering about the classes Iād need to make this work, and luckily for me, itās do-able. Iāve decided to use SFML, as my experience with Unity and other game engines left me wanting to program more. I know itās harder, but I want the experience. I know reinventing the wheel (making a game engine myself) is a BAD idea, thatās why Iām not doing that. I am keeping it simple by only implementing WHAT I NEED. No fancy engine features. When I encounter a problem, I wonāt be abstracting it out so itāll work in future games. Right now, my focus is on making this one game, not making future ones. This is the approach I plan on taking for the first few games I make, since I think itāll be the best way to understand game development for me personally.Ā
Now to talk about the tangible planning that I achieved today. I simply wrote out the classes I think I need and the members I think theyāll have. Nothing is set is stone! Since this is my first project, I plan on encountering hiccups along the way! Anyways, here is what I have:
Brick Class:Ā The bricks will be destroyed when the ball hits it
Width
Height
Position
Color
Break()
Ball Class: The ball will bounce off all surfaces
Radius
Position
Speed
Bounce()
Paddle Class: The paddle is a player controlled block that moves horizontally and is bound by the screen
Width
Height
Position
MoveLeft()
MoveRight()
Game Class: The game will enforce the rules
vector<Brick*> Bricks? (too technical at this stage, but Iām thinking ahead)
Score
Lives
CreateLevel()
There will be more, but this is what I thought of today. Tomorrow I will start playing around with getting things to show up on the screen. Maybe something more. We will have to wait and see.
https://soundcloud.com/metiri/all-in
Win a mystery Steam key - 20 to give away this weekend!
From incredible Indies to AAA games, weāre giving away 20 mystery Steam keys and you can be in with a chance of winning one this weekend!
To get your name in the hat, simply enter using the widget below before Monday 8 February at 12pm GMT when weāll be picking the winners. Good luck!
Win a mystery Steam key!
Please note that in order to complete the Steam element of this giveaway, you will need a public, unlimited profile. Full terms and conditions in the widget above.
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https://soundcloud.com/metiri/fireflies
https://soundcloud.com/metiri/your-love
https://soundcloud.com/metiri/sex
https://soundcloud.com/metiri/aaliyah-one-in-a-million-metiri-remix
https://soundcloud.com/metiri/lookin-at
https://soundcloud.com/metiri/katy-perry-et-metiri-remix
https://soundcloud.com/metiri/love-you
https://soundcloud.com/metiri/update
Win an Alienware Alpha with Bundle Stars!
Thatās right! To celebrate Bundle Fest 3, weāve got a brand new, top-spec, Alienware Alpha machine worth $799 to give away to one lucky winner absolutely free!
With a 4th Generation IntelĀ® Core⢠i7 Processor, weāve got the highest spec Alpha available loaded with free games including PAYDAY 2, Awesomenauts, Magicka and an Xbox 360 controller thrown in up for grabs.
Win a top-end Alienware Alpha!
Enter using the widget above by 9am BST on Tuesday 29th September, when weāll be announcing the lucky winner.
And load up your Steam library with more awesome games in Bundle Fest 3! With dozens of Steam bundles already live, check out two new bundles every day this week!
VIEW BUNDLE FEST 3