Author: Xiaoqiao Xu, Zhengyang Xia, Zizhuo Lin
Design: This game allows the player to aim with a boomerang, which has a simple mechanism but is quite uncommon as a projectile in most games. It combines an easy and intuitive mechanism of control with our state-of-the-art for 1980s physics engine.
Screen Shot:
How Your Asset Pipeline Works:
- authoring format: In this game, we only have one type of asset: images. We choose
png
as the authoring format, and place it as./assets/sprites/*.png
. - converted output:
dist/assets/tiles.chunk
anddist/assets/palettes.chunk
contains a serialized version ofvector<Tile>
orvector<Palette>
, usingread_write_chunk()
API.generated/include/assets_res.h
is a generated C header file, that contains the mapping fromresource-name
toindex-within-the-chunk-file
. It's included by other game source files.
The trick of assets_res.h
is using C macros to maintain the resource-name to index mapping. For example, if we have a boomerang.png
and its' palette index 0. Then the assets_res.h
would have #define BOOMERANG_PALETTE_IDX 0
. Whenever the game code want to reference the boomerang, it uses that macro definition.
How To Play:
Press and hold the space bar and release to throw the boomerang. Aim for fishes and whales, but not bombs. Try to get the higest score in a limited amount of time!
Sources: N/A
This game was built with NEST.
Disclaimer: this game is definitely about Akuaman, not Aquaman.