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tnovelli's Journal



Online map editor - review/planning

Posted by tnovelli, 18 October 2014 · 228 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 · 272 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 · 336 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 · 404 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 · 495 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 · 389 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...


Why line art?

Posted by tnovelli, 04 March 2014 · 295 views

A) 3D modeling is too much work if I'm doing all the coding, music, and artwork - which seems like a healthy assumption if I intend to finish.

A2) 3D bores me. I must be getting old.

A3) Everyone's doing hyper-realism.

B) ANOTHER neo-retro fat pixel game? I don't think so.

C) Steve Yegge's 2nd to last blog post in which he points out the cartoonish c...





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