I'd prefer some level of control over the resolution on the back-end, too, but ah well.
Could be added in later on; I don't think it'd be hard to add into the engine as it is shaping up.
I'd place it lower in the list of features to add, though. No offense.
Wow. Color me impressed at how quickly this is progressing.
=/ It'd take me forever to get something like this going.
Well, what else am I going to do on weekends? Video games? Sleep? I mean, come on, seriously? :V
Anyhow, I very much like how it's coming along, and it seems like despite your limited amount of time, you're really staying on top of it. =P
I try.
Kudos, cheese. ...Or would you prefer Cheese? Kudos are kinda nasty-tasting. >_>
You will address me as "Lord Cheese the Magnificent, Supreme Commander of The Code and Final Arbitrator of All that is Awesome". Anything else will simply not be sufficient.
(just kidding
)
And I don't think I've ever had Kudos, so I can't give an opinion on their taste. <_<
Oh hey, sorry if this sounds dumb or anything, but are you going to make shots have some selectability on what they go behind or in front of no matter what? My line of thinking is player shots. Currently, in Danmakufu, they ALWAYS go IN FRONT of the player. This is annoying, because it is EXTREMELY distracting to the hitbox for me. I do my best to avoid allowing player shots to cross into the player's graphics if they're not spawned from the player's location itself, because otherwise, the shots cloud up my vision of my location, and it becomes much harder for me to avoid bullets because it feels like my hitbox is somewhere other than the location it's truly at... So basically, I just want to know if you plan on putting in a simple way to allow player shots to go below the player graphics. That's all.
Another thing Danmakufu is missing. Graphic layer settings for objects.
It was like the third thing suggested.
This is a good thing to address - what order do we want objects to draw by default? My thoughts would be something like (highest = draw over everything else):
- Enemy Shot
- Player Hitbox
- Item
- Enemy/Boss
- Player
- Player Shot
This is just an off-the-top-of-my-mind list, and probably doesn't include everything. My reasoning here, basically, is to prioritize the most important items first - dodging is the most important part of danmaku, right? Feel free to discuss.
Just got done with a bit more coding, by the way. Not much spectacular; I just added in support for selecting what 'layer' each object is on, which gives way to support what was just mentioned above.
Each object is given a layer value, which is an integer representing how high of a priority, visually, it is given. Higher values mean higher priority. Scripts will be able to change these values on a per-object basis.
Currently, there are no bounds to these values; we'll have to decide default layer values. For example, using my list above:
- Enemy Shot - 60
- Player Hitbox - 50
- Item - 40
- Enemy/Boss - 30
- Player - 20
- Player Shot - 10
... would set the items to be visually prioritized in the same order as I listed, and allow nine layers in-between each "official" layer where scripters could throw things in-between.
I also started some optimization work on things, with a couple optimizations in the already-existing code, and planning for how to redo the current collision code to be more efficient (right now, it just blindly checks for collision between every object pair; I'm going to make it more intelligent).