GameDev Diary: Bug Fixing, Improving, Coding

<p>Latest improvements in My Video Game Project</p> <p>Hi! As the project went along, a lot of serious bugs. appeared That is why I focused on fixing them in this new 0.5 update. On top of that, I also worked on improving the code structure using a simplified version of &ldquo;State Machine&rdquo;.</p> <p>Let&#39;s dive in!</p> <p>&middot;&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#9df9" rel="noopener ugc nofollow">Reworked moving and attacking</a><br /> ∘&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#e7d7" rel="noopener ugc nofollow">A bit about state machines</a><br /> ∘&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#e2b2" rel="noopener ugc nofollow">How I made it work</a><br /> ∘&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#625f" rel="noopener ugc nofollow">More Movement Component Changes</a><br /> &middot;&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#63f0" rel="noopener ugc nofollow">Visual Improvements</a><br /> ∘&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#0797" rel="noopener ugc nofollow">Support Lines</a><br /> ∘&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#76aa" rel="noopener ugc nofollow">Improved Unit Information Bar</a><br /> ∘&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#97e2" rel="noopener ugc nofollow">Improved Buy Bar</a><br /> ∘&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#8800" rel="noopener ugc nofollow">Show And Hide Button</a><br /> &middot;&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#0cac" rel="noopener ugc nofollow">Small Changes:</a><br /> &middot;&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#7c3b" rel="noopener ugc nofollow">Bug Fixes:</a><br /> &middot;&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#b6fa" rel="noopener ugc nofollow">Conclusion</a><br /> &middot;&nbsp;<a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100#67fa" rel="noopener ugc nofollow">Demo</a></p> <p><img alt="" src="https://miro.medium.com/v2/resize:fit:770/1*qPxGJjrQw1snqUDQkmCTrw.png" style="height:394px; width:700px" /></p> <h1>Reworked moving and attacking</h1> <h2>A bit about state machines</h2> <p>When you code a video game object you usually face a situation, where your object can have multiple types of states, that all alter its main behavior. In the example of the units in my game, they can be either, idle, moving, attacking, or supporting (in the case of support class units). To avoid an if statement hell when deciding, what code to run, it is often useful to use this code pattern.</p> <p><a href="https://medium.com/@andwebdev/gamedev-diary-bug-fixing-improving-coding-679811d92100"><strong>Visit Now</strong></a></p>
Tags: gamedev Diary