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SE102 - COURSE PROJECT FOR INTRODUCTORY TO GAME DEVELOPMENT

Built by: 18521662 - Dinh Xuan Vu

Super Mario Bros 3

Game Control Settings:

  • A,D: moving left and right
  • SPACE: jump
  • J: Respawn playable character [For debug purpose]

References:

Game information:

Tools:

  • TiledMap Editor
  • Aseprite

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se102-intro-game-development's Issues

Re-organized Framework!!!

The current Framework is really messy in many ways!
Really hard to add anything...
Further update details will update in the comment below!!

Please remove the PDF of "Game Programming Patterns"

It looks like you have the entire PDF of my book committed to this repo.

While the book can be read for free online at gameprogrammingpatterns.com, it is copyright by me, and I don't give away the PDF for free or allow others to do so. Please remove it, thanks.

Design Pattern

If you have a player state that needs to persist between different Scenes (such as player health or power-ups), then you may want to keep a list of players outside of the Scene, and just let the Scene borrow them as needed.

The diagram doesn't include any indication of what's in charge of drawing things. Presumably the actors draw themselves? but it doesn't point to the DX9 API part in any way

If you have Actor-driven sounds (such as sounds when the player jumps, lands, or attacks, or when an Enemy dies), then your Sound output system should probably not be so separate from the Enemies and Player. Also, there's no reason for SceneManager to know about the Sound stuff. In my engine, Sound is a bunch of static functions that are called by Components that handle sound.

Are Enemies and the Player fundamentally different enough to warrant being entirely separate? They both require collision, animation, and sounds. You could have a single Actor class, and the difference between the player and enemies is that Enemies' behavior is driven by a simple AI while the Player's behavior is driven by player inputs.

image

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