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Project Hikari Development Blog

So far we’ve covered what animations are and how to organize them into logical groupings, now we’ll discuss how to go about applying an …

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Project Hikari Development Blog | hikari.zackthehuman.com Reviews
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So far we’ve covered what animations are and how to organize them into logical groupings, now we’ll discuss how to go about applying an …
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3 may 3 rd
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5 animation data
6 from the
7 playback mechanism
8 then you can
9 share instances of
10 animation
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Project Hikari Development Blog | hikari.zackthehuman.com Reviews

https://hikari.zackthehuman.com

So far we’ve covered what animations are and how to organize them into logical groupings, now we’ll discuss how to go about applying an …

INTERNAL PAGES

hikari.zackthehuman.com hikari.zackthehuman.com
1

Project Hikari: For everlasting peace! - Project Hikari Development Blog

http://hikari.zackthehuman.com/blog/posts/2013/03/05/project-hikari-for-everlasting-peace

Project Hikari Development Blog. Project Hikari: For Everlasting Peace! Is a hobby project of mine. The goal is to create a Mega Man. Game in true NES style. I started breaking ground on the project back in 2010 and worked on it off-and-on for a few months. Eventually I had a working program but unfortunately it was so terribly written that building an actual game was out of the question. So I did what any. Person would do; I. Technical Details and Dependencies. The game is written in C. The game is desi...

2

2D Sprite Animation: Part 2 - Project Hikari Development Blog

http://hikari.zackthehuman.com/blog/posts/2013/03/08/2d-sprite-animation-part-2

Project Hikari Development Blog. 2D Sprite Animation: Part 2. In this post I’m going to talk about how I grouped animations together in the game. If you haven’t read my first post about animations. I recommend doing so before continuing. I won’t go too much more into that as it could probably be a post of its own. An animation set is not much more than a. That can be used to identify the image/texture to use when drawing them. Pretty straightforward. The implementation is just about as simple.

3

Dropping Random Bonus Items - Project Hikari Development Blog

http://hikari.zackthehuman.com/blog/posts/2013/07/17/dropping-random-bonus-items

Project Hikari Development Blog. Dropping Random Bonus Items. So, let’s say we have the following chances:. Large Health Energy (2%). Large Weapon Energy (2%). Small Health Energy (15%). Small Weapon Energy (15%). Given those chances, the following program allows us to “pick” a single item randomly with the correct percentage chance. Advance the lower bound. When it runs, we get the expected output:. 0 = Extra Life. 1 = Large Health Energy. 2 = Large Health Energy. 3 = Large Weapon Energy. Creates ranges...

4

About Project Hikari - Project Hikari Development Blog

http://hikari.zackthehuman.com/blog/about

Project Hikari Development Blog. Project Hikari is the code name for an open-source Mega Man/Rockman game clone. It’s written in C . The goal of this project is to create a faithful clone of the classic NES title “Mega Man” (“Rockman” in Japan). The game is under active development by a small development team called Hakase Labs. Why “Hikari”? 8220;Hikari” is the Japanese word for “light”. Since Dr. Light is the. Creator of Mega Man. Is short enough to be a nice namespace. So that’s cool too.

5

Blog Archive - Project Hikari Development Blog

http://hikari.zackthehuman.com/blog/blog/archives

Project Hikari Development Blog. 2D Sprite Animation: Part 3. Dropping Random Bonus Items. 2D Sprite Animation: Part 2. 2D Sprite Animation: Part 1. Project Hikari: For everlasting peace! Posted in Project Info. 2D Sprite Animation: Part 3. Dropping Random Bonus Items. 2D Sprite Animation: Part 2. 2D Sprite Animation: Part 1. Project Hikari: For everlasting peace!

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Project Hikari Development Blog

Project Hikari Development Blog. 2D Sprite Animation: Part 3. So far we’ve covered what animations are. And how to organize them into logical groupings. Now we’ll discuss how to go about applying an animation to a sprite to achieve playback. One important thing I want to achieve in building Hikari as a data-driven game is reusability. Mdash; being able to define an object once and use it many times without the overhead of duplication. Solving this problem is easy: separate the. Class which solves the.

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