Spooky Pooky #26 - PC Build + Fire
Published on 11 Aug 2015 by Joe
I've been busy porting the current build of Spooky Pooky to the PC - currently got it running more-or-less fine under Windows 8, thanks to it being written in C and using fairly standard OpenGL - i.e. no fancy extensions.
So it's currently running on iOS, PC and Mac without too much trouble. Except for controllers of course. I've only got a wired XBox 360 controller so I've been testing with that and am now wondering how people deal with mapping all those buttons on different platforms. Crazy!
In an attempt to avoid tackling the hard problems (i.e. story, levels, gameplay), I've successfully distracted myself with some ho-hum fiery particle effects.
It was actually super-quick to add in the fire - just a slightly tweaked particle emitter with some crude flame sprite animation and Robert's your father's brother.
At the moment I've no collision detection going on between particles and other entities, so I've got to decide how best to handle that - i.e. add it between individual particles or a single hit area that roughly covers the fire area. I prefer the former as it would allow for more accurate collisions, plus I can then add some more interesting interactions (like swirling smoke / steam particles when you run through them).
Oh, I've also spent a bit of time with Reaper trying to make music. Obviously going to need to spend a little more time practising that ... say 3 or 4 years.