Handmade Hero»Episode Guide
Adding a Simple Attack
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1:56Recap and plan for the day ahead
1:56Recap and plan for the day ahead
1:56Recap and plan for the day ahead
6:07handmade.cpp: Pull out the code draws hitpoints
6:07handmade.cpp: Pull out the code draws hitpoints
6:07handmade.cpp: Pull out the code draws hitpoints
8:04handmade.cpp: InitHitPoints
8:04handmade.cpp: InitHitPoints
8:04handmade.cpp: InitHitPoints
11:44Use sprite "rock03" as the hero's attack region
11:44Use sprite "rock03" as the hero's attack region
11:44Use sprite "rock03" as the hero's attack region
13:35Blackboard: Casey demonstrate how to zoom in and out in Mischief and decide to save the handwritten into the handmade hero directory
13:35Blackboard: Casey demonstrate how to zoom in and out in Mischief and decide to save the handwritten into the handmade hero directory
13:35Blackboard: Casey demonstrate how to zoom in and out in Mischief and decide to save the handwritten into the handmade hero directory
14:35Blackboard: Talk about the difficulties we will encounter if we treat sword as an entity
14:35Blackboard: Talk about the difficulties we will encounter if we treat sword as an entity
14:35Blackboard: Talk about the difficulties we will encounter if we treat sword as an entity
21:56Blackboard: "Imagine"α
21:56Blackboard: "Imagine"α
21:56Blackboard: "Imagine"α
30:46Implement the sword
30:46Implement the sword
30:46Implement the sword
38:31Bind "Start button" for jumping and arrow keys for attacks in different directions
38:31Bind "Start button" for jumping and arrow keys for attacks in different directions
38:31Bind "Start button" for jumping and arrow keys for attacks in different directions
40:22Make sure that we take our sword and launch it
40:22Make sure that we take our sword and launch it
40:22Make sure that we take our sword and launch it
43:55Treat sword as a low entity the whole time. Let the camera system force it into high
43:55Treat sword as a low entity the whole time. Let the camera system force it into high
43:55Treat sword as a low entity the whole time. Let the camera system force it into high
44:30Consider mapping entities into the high set if ChangeEntityLocation moves it into camera bounds
44:30Consider mapping entities into the high set if ChangeEntityLocation moves it into camera bounds
44:30Consider mapping entities into the high set if ChangeEntityLocation moves it into camera bounds
45:21Back to implementing the code to launch the sword
45:21Back to implementing the code to launch the sword
45:21Back to implementing the code to launch the sword
46:57Introduce some notion to represent whether world_postion is valid or not
46:57Introduce some notion to represent whether world_postion is valid or not
46:57Introduce some notion to represent whether world_postion is valid or not
51:36Run the game and find out that sword doesn't show up
51:36Run the game and find out that sword doesn't show up
51:36Run the game and find out that sword doesn't show up
52:44Start debugging
52:44Start debugging
52:44Start debugging
59:35Visual Studio is awful at being able to show you variables when they exit the scope
59:35Visual Studio is awful at being able to show you variables when they exit the scope
59:35Visual Studio is awful at being able to show you variables when they exit the scope
1:02:38Find out that the CameraSpaceP of Sword is completely garbage
1:02:38Find out that the CameraSpaceP of Sword is completely garbage
1:02:38Find out that the CameraSpaceP of Sword is completely garbage
1:03:43Make ChangeEntityLocation update the new world_postion properly
1:03:43Make ChangeEntityLocation update the new world_postion properly
1:03:43Make ChangeEntityLocation update the new world_postion properly
1:06:53Run the game to verify whether the bug is fixed or not
1:06:53Run the game to verify whether the bug is fixed or not
1:06:53Run the game to verify whether the bug is fixed or not
1:08:02Q&A
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1:08:02Q&A
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1:08:02Q&A
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1:08:45jackkrozzer What do you mean that Visual Studio is horrible at showing variables, and how are you programming in Emacs and running it in Visual Studio?
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1:08:45jackkrozzer What do you mean that Visual Studio is horrible at showing variables, and how are you programming in Emacs and running it in Visual Studio?
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1:08:45jackkrozzer What do you mean that Visual Studio is horrible at showing variables, and how are you programming in Emacs and running it in Visual Studio?
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1:11:52roflraging When doing exploratory / experimental programming, I find it difficult to decide between seeing things through or switching to a different approach. There have been many times where I start off on a path and things are going great, but eventually I stall due to some unforeseen problem. Often, I spend a crazy amount of time thinking about how to solve / get around the problem, even in simple ways. Analysis paralysis if you will. Any suggestions? Literally, just keep on writing code, no matter how dumb it is?
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1:11:52roflraging When doing exploratory / experimental programming, I find it difficult to decide between seeing things through or switching to a different approach. There have been many times where I start off on a path and things are going great, but eventually I stall due to some unforeseen problem. Often, I spend a crazy amount of time thinking about how to solve / get around the problem, even in simple ways. Analysis paralysis if you will. Any suggestions? Literally, just keep on writing code, no matter how dumb it is?
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1:11:52roflraging When doing exploratory / experimental programming, I find it difficult to decide between seeing things through or switching to a different approach. There have been many times where I start off on a path and things are going great, but eventually I stall due to some unforeseen problem. Often, I spend a crazy amount of time thinking about how to solve / get around the problem, even in simple ways. Analysis paralysis if you will. Any suggestions? Literally, just keep on writing code, no matter how dumb it is?
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1:20:08ttbjm Will you handle the case where a sword and a monstar would hit each other but are moving toward each other so fast that they pass through each other without colliding in a single frame?
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1:20:08ttbjm Will you handle the case where a sword and a monstar would hit each other but are moving toward each other so fast that they pass through each other without colliding in a single frame?
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1:20:08ttbjm Will you handle the case where a sword and a monstar would hit each other but are moving toward each other so fast that they pass through each other without colliding in a single frame?
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1:20:45chiefslaya Do you think "cheesing" - like making enemies invincible for 10 frames after being hit - is a game design sin, or just something you'd rather avoid?
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1:20:45chiefslaya Do you think "cheesing" - like making enemies invincible for 10 frames after being hit - is a game design sin, or just something you'd rather avoid?
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1:20:45chiefslaya Do you think "cheesing" - like making enemies invincible for 10 frames after being hit - is a game design sin, or just something you'd rather avoid?
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1:24:13hunter Why not just use the auto window?
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1:24:13hunter Why not just use the auto window?
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1:24:13hunter Why not just use the auto window?
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1:25:18hemebond Is VC++ still better than open-source alternatives?
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1:25:18hemebond Is VC++ still better than open-source alternatives?
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1:25:18hemebond Is VC++ still better than open-source alternatives?
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1:26:41starchypancakes What would you think about adapting the art style to be easier to implement, either at all or this early on. The trite example being for the sword collision you mentioned early on, what if you were to do something like: okay, the sword is going to teleport along the path instantly in one frame and some red line a bit like anime that would be persistent through a couple frames. Basically potentially fundamentally changing the art style with the purpose of getting things to run better. Are there any examples of something like this occurring that you might have heard of?
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1:26:41starchypancakes What would you think about adapting the art style to be easier to implement, either at all or this early on. The trite example being for the sword collision you mentioned early on, what if you were to do something like: okay, the sword is going to teleport along the path instantly in one frame and some red line a bit like anime that would be persistent through a couple frames. Basically potentially fundamentally changing the art style with the purpose of getting things to run better. Are there any examples of something like this occurring that you might have heard of?
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1:26:41starchypancakes What would you think about adapting the art style to be easier to implement, either at all or this early on. The trite example being for the sword collision you mentioned early on, what if you were to do something like: okay, the sword is going to teleport along the path instantly in one frame and some red line a bit like anime that would be persistent through a couple frames. Basically potentially fundamentally changing the art style with the purpose of getting things to run better. Are there any examples of something like this occurring that you might have heard of?
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1:28:22mikenicolella Are you working on the RAD debugger, or will you try using it for HMH before the debugger is released?
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1:28:22mikenicolella Are you working on the RAD debugger, or will you try using it for HMH before the debugger is released?
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1:28:22mikenicolella Are you working on the RAD debugger, or will you try using it for HMH before the debugger is released?
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1:28:54jackkrozzer You always talk about the ways of programming when you started or when programming was at its prime. How can I, an 18 year old, know what it's like or get the knowledge you have about programming? Are there any books or languages or SOMETHING I can do to learn the old ways of programming? [see Resources]
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1:28:54jackkrozzer You always talk about the ways of programming when you started or when programming was at its prime. How can I, an 18 year old, know what it's like or get the knowledge you have about programming? Are there any books or languages or SOMETHING I can do to learn the old ways of programming? [see Resources]
🗪
1:28:54jackkrozzer You always talk about the ways of programming when you started or when programming was at its prime. How can I, an 18 year old, know what it's like or get the knowledge you have about programming? Are there any books or languages or SOMETHING I can do to learn the old ways of programming? [see Resources]
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1:32:00dumbson Why did you pick C++ of all things?
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1:32:00dumbson Why did you pick C++ of all things?
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1:32:00dumbson Why did you pick C++ of all things?
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1:35:11teh_guppy Would there have been an easier language to program the game in?
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1:35:11teh_guppy Would there have been an easier language to program the game in?
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1:35:11teh_guppy Would there have been an easier language to program the game in?
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1:37:36ezioauditorerevs To be able to surpass C++ as the defacto language to code games in, what would you have to do as a language that would make you better than C++?
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1:37:36ezioauditorerevs To be able to surpass C++ as the defacto language to code games in, what would you have to do as a language that would make you better than C++?
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1:37:36ezioauditorerevs To be able to surpass C++ as the defacto language to code games in, what would you have to do as a language that would make you better than C++?
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1:38:17drtwox CAN I HAVE A WITNESS BETA KEY!!!
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1:38:17drtwox CAN I HAVE A WITNESS BETA KEY!!!
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1:38:17drtwox CAN I HAVE A WITNESS BETA KEY!!!
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1:38:28Wrap it up for the day
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1:38:28Wrap it up for the day
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1:38:28Wrap it up for the day
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