Jump to content

  • Log In with Google      Sign In   
  • Create Account

The Inner Circle



Music FTW

Posted by tnovelli, 06 December 2015 - - - - - - · 919 views
music, openal
Music FTW "It'll only take an hour and it'll make this feel like a real game," I said last week. I was off by an order of magnitude on the first count, but it was worth it. OpenAL streaming is tricky. The Programmer's Guide example was sketchy as hell, so I took an example from the OpenALSoft source , adapted it to use libsndfile to read OGG, FLAC, etc, and r...


Color.. not that simple

Posted by tnovelli, 28 November 2015 - - - - - - · 774 views
color, perception, theory
Color.. not that simple Last year when I started drawing characters for my "Cult RPG", I noticed how the standard RGB and HSL/HSV color pickers are no good at selecting real-world colors. So I studied up on color perception. The good news: this problem was solved 100 years ago. Bad news: software developers are still in the dark. So, fellow devs, check it out...

I won't go into...


Finishing the job

Posted by tnovelli, 14 November 2015 - - - - - - · 1,056 views

Finishing the job I've been getting back to my main game project after a few months of home renovations. It started when I bought some drums and moved my studio to the basement. Then I had to put in a sump pump. Then I was on a roll so I started scraping off the ugly ass 50s wallpaper in my hallway, patching up the century-old plaster, painting, and wrapping up some other...


The new language

Posted by tnovelli, 13 June 2015 - - - - - - · 937 views

Making a new language:
brainstorming, code mockups
feature triage
design specs
experiments
implementation

I've been iterating on the first 3 steps for a year, my specification is pretty well nailed down, and now I'm laying down plans for a compiler. Turns out I'm closer than I thought. In 2010 I was experimenting with a Lisp-APL hybrid, then I had s...


Online map editor - review/planning

Posted by tnovelli, 18 October 2014 - - - - - - · 679 views

Online map editor - review/planning I'm getting ready to combine and improve some HTML5 Canvas stuff I prototyped two years ago - Ocean Melee / Great Guns and the 2D character animation modeler for the future "Cult RPG" (crude demo here ). My ultimate goal is to create complete online editors for both games, and other games... a separate editor app for each game, and some shared core libr...


Scripting

Posted by tnovelli, 02 September 2014 - - - - - - · 611 views

I just read @rbritt's journal entry about scripting... and I said, check out LuaJIT. If in doubt that's what I'll use for my C++ game. But I really want to roll my own. I've been messing with language design & implementation for 20 years on and off. I've done it before, I can do it again. Might even be practical. But it won't be anything special. So w...


Archery

Posted by tnovelli, 22 March 2014 - - - - - - · 780 views

Archery Sweet... I've passed another architectural milestone. Archery required a bunch of details: weapon slots, Bow subclass, lightweight Missile subclass, gravity, collisions. It's all working as intended. Now the other weapons will be a cakewalk.

Next, movement controls... it's time. Then sound and scoring. That's all this game needs to start being fun.

(Why...


Revamped animation and a sweeeeet new control scheme

Posted by tnovelli, 16 March 2014 - - - - - - · 852 views

Revamped animation and a sweeeeet new control scheme My animation system needed rethinking, as it didn't quite fit the gameplay, plus it was overcomplicated. So I let that stew all week until I had something worth coding in C++ yesterday.

First step was to ask: what controls do I want? A: Simple ones!
Just gamepad Dpad+ABXY or keyboard WASD+arrows. Nothing analog. Aim by moving around, emphasis on timing....


C++ porting progress

Posted by tnovelli, 09 March 2014 - - - - - - · 934 views

C++ porting progress Did some more porting this weekend... C++ version is now able to load & render a character model from my HTML5 Canvas demo (far right screenshot, in Chrome). A few glitches to debug, but it's basically done. Performance is better indeed... 3% CPU with one character, probably 10% during busy gameplay -- versus 60% in HTML5.

Next: animations, keyboard/...


Some concept art

Posted by tnovelli, 04 March 2014 - - - - - - · 772 views

Some concept art Feeling inspired. Made a few Inkscape mockups & freehand sketches for my most ambitious project. It's a sidescrolling RPG with intricate AI and hand-to-hand fighting.
Unlike my topdown sea shooter, this game is too demanding for HTML5, so I've begun porting the engine back to C++/OpenGL. This allows for easily 1000% more visual complexity if needed, a...






July 2016 »

S M T W T F S
     12
3456789
10111213141516
17181920212223
2425 26 27282930
31      

Recent Entries

Recent Comments

PARTNERS