Looking at the title, i’m not sure if the belligerence was on my part or the code… i raised the bar somewhat on the “learning OOP in BlitzMax” challenge; today saw the player’s data such as ship co-ordinates, score and lives converted into a single object and the addition of a primitive but workable attack wave manager that not only uses a linked list to store data, it reads in and parses it from what is pretty much an XML file. Then because i was feeling particularly masochistic, i decided to clean everything up internally so that the BlitzMax “SuperStrict” mode could be enabled.
Somehow that all works and i’m still getting over the shock, but the fight that was put up will probably rate as a bigger challenge than the final game’l be! Due to “other commitments” i’ve got to step away from the thing for a few days (or possibly longer) but i’ve made a start on some in-game sprites so the next milestone will be getting those at least to a state they’re workable, scripting up some attack waves and then slapping together the presentation code so that the game becomes a properly stand-alone unit rather than something that needs to be run each play.
Tags: BlitzMax, game, OOP, pc, programming, seu, shmup, shoot ‘em up, vertical, XML