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Dribble King
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Clock Class and Player Boost
September 27, 2024
by
MrMisinput
September 26th, 2024 Hello! Today, I'll be covering my Clock class. This class will help me perform "over-time" effects. This class will allow a function to be called every tick for a duration, which...
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Keyboard Controller
September 27, 2024
by
MrMisinput
September 26th, 2024 Hello! Today I'll be covering my Keyboard Controller, a class that sends messages to classes that consume input. The Problem Below is the player's movement. The way I've been hand...
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Render Layers
September 18, 2024
by
MrMisinput
September 18th, 2024 Hello! Today, I'll cover how I handle render layers. This refers to the order in which things are drawn. For example, I want to make sure the player is always drawn on top of the...
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Animations
September 18, 2024
by
MrMisinput
September 18th, 2024 Hello! Today, I'll be covering my animation system. The system supports both sprite sheets and individual frames for input. First I'll go into a brief explanation of my Sprite cla...
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Collision Part III: Discrete Collision
September 11, 2024
by
MrMisinput
September 11th, 2024 Hello! Today I'll be covering discrete collision for the game. Discrete collision is the frame-to-frame collision resolution that keeps objects from overlapping. An example would...
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Collision Part II: Sweep and Prune Detection
September 10, 2024
by
MrMisinput
September 10th, 2024 Hello! In this blog post, I want to cover a broad-phase collision detection algorithm called sweep and prune. This version of sweep and prune has an average time and space complex...
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Collision Part I: Manager and Component
September 09, 2024
by
MrMisinput
September 9th, 2024 Hello! What I'll be showing is an old version of my collision system. Right now, I have a proper Sweep and Prune algorithm, Swept AABB detection, and discrete collision for stoppin...
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Entity Component System
September 03, 2024
by
MrMisinput
#Development
September 3rd, 2024 Hello! I wanted to give a run-down of the Entity Component System (ECS) for Dribble King. What is an ECS? An ECS is a design pattern used to represent game objects and give them si...
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Project Introduction
September 03, 2024
by
MrMisinput
September 3rd, 2024 Hello! My name is Jamari Shaun Williams and I am the developer for Dribble King. I wanted to introduce this project a bit. I have made games in proprietary game engines like Unity...
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Design Doc Link
August 25, 2024
by
MrMisinput
Click here to check out the in-progress game design doc: https://docs.google.com/document/d/1VTLFvCs13n4WaqdMT_uzopWBRwsIA6oecGlHImFcoSM/...
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