01 July 2007

Opioid2D Code Snippets Library

Another thing I'm starting from alpha 6 onwards, is to compile a collection of useful example snippets, that show the idiomatic way to do certain things in Opioid2D. They will be smaller than actual example games, but a bit larger and better written than the short test scripts in the distribution so far: things like HealthMeter, ParallaxScrolling, ObjectPicking etc. The idea is that you can study those snippets and paste them into your own code when learning O2D. They should give a better starting point until I can finalize all documentation.

So, if you have any suggestions for useful snippets you'd like to see, please list them in comments for this entry.


Anonymous Anonymous said...

First of all, thanks for developing on of the cleanest and most beautiful game API's I've ever seen. Opioid is a work of art. As an AI programmer who has struggled with nasty OpenGL tweaks to get a simple 2D game to work, I truly appreciate what you have done and hope you keep it up.

As for suggestions for example snippets, how about an example of hiding a sprite? I know we can set the alpha value to zero, but what if I want to completely remove a set of sprites from the rendering process? My original thought was that if a sprite is not a member of any layers, it will not be rendered. However
don't seem to work.

Anyway, thanks again for a wonderful library.

02 July, 2007 12:22  
Blogger cold wolf said...

Fantastic idea. I have a few things I'd like help with: tiling textures, making 'closed' levels (as it is, I put invisible blocks all around the level so that the player can't get out--is there a better way?), and some examples of resolution-independent and resizable windows.

For that last one: I've been having trouble figuring out how to make the window resizable without changing the o2d public files, and just figuring out resolution-independent stuff in general. I understand the basic idea (thanks to the test file), I think, it's just that I don't know how o2d paints windows.

For example, I tried making the screen resizable with pygame code, but when I resized it, o2d didn't update the background. I'm hoping I can use tilable textures to fix this (ie give o2d something to render past the level's edges), but all I've been able to do is load one huge image as a static background... and it looks ugly.

Amazing work so far Shang, thanks!

04 July, 2007 00:46  
Blogger Chaz said...

A camera demo would be awesome. Camera is important in strategy games and platforming games (the two types of games I plan to make the most, aside from shoot-em-ups).

Also, flashy particle effects and the like are a must for a Super Robot Wars clone. ;)

I can't wait to start using this! In fact, I think I'll start... tomorrow. :P

11 July, 2007 04:44  

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