 Okay, hi everybody, I just want to give you a quick update on where I am with Space Arena. If you saw the last video, you'll know that I was having some performance issues and was able to track that down to the right module, in the right method in the Turtle module. So I had to get rid of that, but figure out how to get text on the screen. So let's take a look at what I got. So I've added a splash screen. I'll add a little bit more to that later. I like this drawing effect personally. It also sits here and waits until you press S to begin. Just as a reminder, I got a little frames per second meter here going for testing purposes. I'm going to press S, it takes us right into the game. You can see some of the enemies are trying to track me. The red boxes are trying to track their hunters. And you can see I added a little bit of exhaust here. So when I accelerate, it shoots out a little bit of exhaust, I like that effect. But notice again, I wanted to point out that I did keep it fairly consistent with physics. So if I'm going this way, notice how it behaves as if exhaust, and then it comes back at me because I'm still moving in that same direction. I thought that was kind of an interesting effect. Although there is resistance there. I'm going to figure that one out. But anyway, the other thing I want to talk about here is the text. So because the Turtle right method does not work effectively, it slows it down unacceptably. I ended up designing my own font and literally drawing this line for line. So actually drawing this line for line is 10 times faster than actually using the Turtle right method, which fascinates me. So you can see there's very little flicker, actually there's no flicker. There's 25 enemies, there's five power ups, there's background stars, there's a lot going on, and my frames per second are still up around in the 30s. I'm quite happy with that. So let me just show you a little quick preview of the code for those of you interested. And you can see here I actually created my own character pen class I called it. And I had to figure out the coordinates for each character. So for example, a 1 starts minus 5 plus 10, so I have like a 10 by 20 box, then it goes over to the middle, 0, 10, comes down 0, 1, goes over for the bottom, then comes back over. So I sat down, I did the coordinates for every single character that I use in the game at least. I haven't added everything of course. And the only problem with that is I don't have a way to pick up the pen. It has to be something that you put down and leave it up. So things like colons and semicolons I haven't sorted out yet, but I have an idea in my mind. And so that's kind of the big changes. That and again the splash screen where you actually have to press S to start. And so you can see I made my own class and I called a character pen and I have a method called drawString and I sent the pen, the turtle object, press S to start whatever text I want and it actually centers it for you. And then you tell it you want it centered at 0, in this case 0, negative 100 and it does that. So let's watch that one more time. And I like this because I actually draws it really slowly and you can see it drawing. I like that effect. It's very old school. And then now you can see over here, I'll shoot somebody and see how the score goes up. But what's really cool is there's no, there's no flickering at all. So it fascinates me that it's literally drawing each of this line by line 30 times a second and it's way faster than just using the turtle right method. So yeah, something interesting really surprised me that that was that was the case. So anyway, coming along, basically I mean game mechanic wise, there's a couple little bugs here and there, but everything's working about how I expected. So I envisioned it, I should say. Oh, the other thing I forgot to mention is there, I don't know if you can tell here, there's actually a camera. So the game no longer tracks the player directly. There's actually a camera that follows the player around. And if I hit the C button, the C, you can see where the camera is that little red triangle. So it tracks fairly closely to where the player is. So the player gets too far away, it snaps back and you can see how it gets pretty close to where the player is. It never gets quite there, but it's about where the player is. So I like that effect, it gives you a little bit of a more realistic view and I like that lag. And you have noticed when it died, when the player died, it snaps all the way back to the center, which I think is a cool effect. And so you can see how the camera snapped back. So that was something else I added, which I thought was pretty cool. So next up, I guess I'm just going to start kind of polishing the game, setting up levels, make some new types of enemies, do stuff with the graphics. Oh, sound, I got to add sound, and I think it's getting to be pretty much getting close to being done. Of course, the 80-20 rule, the first 80% takes 80% of the time, the last 20% takes 80% of the time. So we'll see how things go. Stay tuned for more.