Re-did the rendering engine + more animations done and extra sprites.
Well I ended up having to re-do the whole rendering framework for the game. Originally I was loading the images then analyzing the pixels and saving them to memory in 2 dimensional integer arrays. This was all fine and dandy but when you 2000×2000 pixel spritesheets of an animation, it lacks in the performance department.
I switched the whole engine over to using Java’s BufferedImage class for all the sprites. This not only improved my performance by 6000 FPS, but added better alpha support so that the transparency isn’t out of whack.
We’ve got the character model and 2 of the enemy models fully rigged and have some animation done on them. We’ve so far got a walking animation, jumping and landing for the player, and walking for one of the enemies, and flying with wings for another enemy.
Now we’re working on implementing some new gameplay features and designing weapons for the character to use.
We also created some backgrounds for the game during this time.