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ferrous' Journal

I should show my progress

Posted by ferrous, 16 February 2016 · 908 views

Okay, it's been a bit, I've been having a devil of a time getting a long enough block of time to both code some stuff, and update my journal. So I've been usually defaulting to just coding =) Anyway, here's the latest webGL version.  I still need to do a tutorial / control explanation, a web based high score table, sounds, a credits page, and p...

The GameObject Pooler

Posted by ferrous, 06 February 2016 · 636 views

So another fellow was doing a journal and was a little nervous about posting code for review. It got me thinking that I should post some code up as well. (I do have a game update that I could do as well, but I'll save that for later) 
Anyway, my game spawns a lot of random levels that are populated with random amounts of game objects, and rather th...

Going Mobile

Posted by ferrous, 20 January 2016 · 1,517 views

Oh, updated the webgl one, that link is here : Seems to work in Chrome now, yay. But oddly, it errored for me in FireFox at first. So lets see, since last time, I have: Added a local scoreboard
Added some extra obstacle types
tweaked some physics
drastically reduced the time to remove a swiped brick that is touching the player, color them base...

Okay, so its been a while...

Posted by ferrous, 10 January 2016 · 1,007 views

Okay, so I fell off the coding wagon, and found it a bit intimidating to jump back to the big TBS game. I decided I'd ease myself into it by playing around with a quickie simple game, and learn more about the process of putting it up on an app store. (Of various flavors, I might try the Win 10 store first, I dunno) Anyway, so without further ado, her...

Low hanging fruit

Posted by ferrous, 20 September 2015 · 708 views

I updated the web player here , though Chrome I think disables plugins always now (works in IE, dunno about FireFox or Edge). But the last time I tried the webgl exporter, things were kind of funky and off. I'm not shooting to make my game as a web game anyway, but it is nice for showing other people my work. Though there's always youtube and Gifs.


Playing with GIFs

Posted by ferrous, 13 September 2015 · 656 views

Okay, so I've been doing a lot of mucking with the bullet cam, the damage system, etc. Lots of little stuff, haven't really gotten to dig into new features. Lots of tweaking of underlying things, trying to come up with not super ugly code.

Also here is my first attempt at showing a GIF

(I need to play with the the timescale curve a bit more I think, th...

Tank Tactics -- getting distracted by bells and whistles

Posted by ferrous, 19 August 2015 · 600 views

Tank Tactics -- getting distracted by bells and whistles Okay, so I have to admit, I dig the WarThunder Ground forces kill cam. And I'm attempting a rough duplication of it here. I'm learning a lot about shaders, rendering things always on top, and about the Animation class in Unity. Though I was a little disappointed by swapping materials through animation, this seemed broken, and I don't know why, other t...

First prototype for Tank Tactics game

Posted by ferrous, 03 August 2015 · 1,224 views

First prototype for Tank Tactics game So I finally got around to uploading a new prototype to the web for people to look. After doing all the work for the pathfinding with a turn radius, I didn't really like any of my initial schemes for then turning the turret toward a target, aiming at a specific spot on the target, calculating cover (I thought about render to texture for a fuzzy analysis,...

Added multiplayer to mazewar

Posted by ferrous, 21 April 2014 · 1,048 views


So I added multiplayer, the UI is the default garbage Unity GUI, but it works and its easy, so it'll do for now as a quick placeholder to get to the new stuff. I also have a slider for the number of bots. I'm particularly happy that it supports dynamic joins, updating the map destruction for new players....

Another Unity Prototype: MazeWar

Posted by ferrous, 07 April 2014 · 1,025 views

Another Unity Prototype:  MazeWar So this is a remake of an old Atari game: http://joshv.itburns.net/MazeWar.html

The basic ruleset is you can have only shot out at a time, hitting a wall causes it to explode shortly thereafter, sending shrapnel in the cardinal directions it wasn't shot from. If a projectile hits a projectile, it causes a backsplash.

Still has a few things to d...

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