Surprisingly productive day, Ravuyanauts.
Made some OK mileage on the Novarunner inventory system, which unfortunately doesn't have a view attached to it yet. I also sat down and profiled the thing in Shark, which revealed a strange bug in my terrible model rendering. I must switch this stuff over t…
Made some OK mileage on the Novarunner inventory system, which unfortunately doesn't have a view attached to it yet. I also sat down and profiled the thing in Shark, which revealed a strange bug in my terrible model rendering. I must switch this stuff over t…
Can't finish my MAGIC entry; just too many problems with handling building destruction, AI and making a decent game.
Wish I had done something simpler, like a Tower Defense or Warlords/Rampart clone. That said, if there's no risk of failure, you're not pushing yourself hard enough. I think I've lear…
Wish I had done something simpler, like a Tower Defense or Warlords/Rampart clone. That said, if there's no risk of failure, you're not pushing yourself hard enough. I think I've lear…
We're coming up pretty close on the one-year anniversary of Glow's initial release, so I suspect I'd better do a postmortem for it pretty soon.
Anyone got any strange design decisions/bugs/attributes that they'd like me to explain? I got in the mood by playing CSRPG 2 a few times today and looking f…
Anyone got any strange design decisions/bugs/attributes that they'd like me to explain? I got in the mood by playing CSRPG 2 a few times today and looking f…
My MAGIC entry really sucks. I don't know how I'm going to illustrate "towers" considering I have a strict top-down with no perspective. I think I might just end up pretending past it.
Other than that, the stuff I planned to do for today didn't get done. I just didn't feel like coding much today.
Tom…
Other than that, the stuff I planned to do for today didn't get done. I just didn't feel like coding much today.
Tom…
Propane InjectorAnd here you thought I had been ignoring it. Not bloody likely. I've been adding some functionality here and there and refactoring old classes. New stuff today:
- Propane::Game2D::Actor is now in the game2d directory
- Propane::Game2D::Game class added; it's pretty much a basic emulation …
MAGICIt was in your heart all along.
Ehr.
Yes.
Anyway, I've been working on my MAGIC entry. As always, you can rock out here. I plan to make some actual gameplay advancements tonight.Around The InternetsFigured I'd do a little spin around the net and post up some articles that I demand you read.
Ehr.
Yes.
Anyway, I've been working on my MAGIC entry. As always, you can rock out here. I plan to make some actual gameplay advancements tonight.Around The InternetsFigured I'd do a little spin around the net and post up some articles that I demand you read.
First things off the bat: Check out my MAGIC Contest page for the latest details on what's going on with my contest entry. I don't know what it will be, but I hope it will be awesome.
Secondly, today I worked on Stick Soldiers 3 and purchased a new monitor and video card. I am now fully equipped wit…
Secondly, today I worked on Stick Soldiers 3 and purchased a new monitor and video card. I am now fully equipped wit…
I did a lot today, but also not a lot.
- A bunch of stuff got added to Amaranth: Math, a full non-immediate GUI library, various GLUT interfaces, etc. I didn't write it, I just added it to the repo.
- Started on a TextMate F# bundle. How handy it is that Microsoft just makes a big list of the keywords, s…
Well, someone suggested implementing oddment tables into my game in a previous entry, so I did. It's now in the mainline Propane Injector branch for the next point release, also.
I don't think I'll be ready to do the random ship spawning right now, so I'll just leave that aside for now and focus on …
I don't think I'll be ready to do the random ship spawning right now, so I'll just leave that aside for now and focus on …
Today I was working on the GUI system for Stick Soldiers 3. Like the one in Novarunner, it's based around the IMGUI principle and some previous code I had written not so long ago.
The big benefit of having IMGUI is, of course, reduced infrastructure. You're effectively adopting a more functional app…
The big benefit of having IMGUI is, of course, reduced infrastructure. You're effectively adopting a more functional app…
It occurs to me suddenly that EVE Online seems to get the interface and a lot of the feel of my game right, which makes me wonder why I originally patterned my game controls after the X series, something which is almost completely inaccessible by ordinary humans.
I will have to make some modificatio…
I will have to make some modificatio…
Does anyone here speak Czech? Because I don't, and neither does Babelfish or Google Translate. [crying]
Linky
Linky
Miscellaneous bug-fixes and some back-end stuff. I'm getting pretty close to firing weapons, if not equipping them yet. It's taking me a long time to make UI screens but I can't really justify writing a code-generator tool for them, since there's so few UI screens in the game. It's a conundrum.
I've…
I've…
Coming soon, I suppose?
I still have to do the PPC build. Allegro is really weird to use on a modern OS. [smile]
Edit: P.S. I spent some time working on future plans for the NeHe revitalization effort. Viva la NeHe!
Link of the Moment: This is what Sun has resorted to in order to market Java. How abou…
I still have to do the PPC build. Allegro is really weird to use on a modern OS. [smile]
Edit: P.S. I spent some time working on future plans for the NeHe revitalization effort. Viva la NeHe!
Link of the Moment: This is what Sun has resorted to in order to market Java. How abou…
More fiddling about with engine gubbins; I'm working on a better VBO and some other internal bits that will eventually propagate up to Propane Injector (better context management, UUID, scene graph).
I'd do some more stuff on Novarunner, but to be honest I think I need to pare down the tasks a bit m…
I'd do some more stuff on Novarunner, but to be honest I think I need to pare down the tasks a bit m…
I spent today playing videogames, driving between various places for errands, and evaluating what needs to get done on Novarunner.
I've started using my bugtracker as a "to do" list of sorts; I picked this up from work where they use Trac to write down their sprint plans, which is a good idea.
The bi…
I've started using my bugtracker as a "to do" list of sorts; I picked this up from work where they use Trac to write down their sprint plans, which is a good idea.
The bi…
So I was bitten by the bug to work on Stick Soldiers 3 more, so I put Novarunner aside for the weekend and banged out some animated sprite support, like I've been promising the guys for months.
It's hard to see, but yeah, it's animating at a variable rate. Shiny.
It's given me practice with sprite-sh…
It's hard to see, but yeah, it's animating at a variable rate. Shiny.
It's given me practice with sprite-sh…
Well, I finally decided to start being a better programmer and adding more targets to my Xcode projects. [grin] So now I have some simple unit tests running on my gameplay code, which should help reduce the amount of serialization/deserialization bugs I encounter in my daily life.
Right now I'm work…
Right now I'm work…
I was getting irritated by the radar's positioning and other stuff, so I did a bit of tweaking to make a nice looking HUD that'll show your health and whatnot.
Here it is:
Working on the front-end menu too, but that looks like ass. More later.
When I come back to this HUD I want to have "curvy" health…
Here it is:
Working on the front-end menu too, but that looks like ass. More later.
When I come back to this HUD I want to have "curvy" health…
I got enough done in the backend to be happy for now while I implement the most kickass part of the game: weapons.
While the system won't be as flexible as the one that shipped with Glow (or the one that future games will use), it is pretty nice. I'm thinking of three main types of weapons:
Projecti…
While the system won't be as flexible as the one that shipped with Glow (or the one that future games will use), it is pretty nice. I'm thinking of three main types of weapons:
I'm working on spawning tables; just like in AD&D you'll roll some dice to figure out what kind of ships will be present in the system you've just jumped into.
This is surprisingly hard -- I want to have some 'unique' ships which you'll only see very rarely, and for the rest of them a generic pr…
This is surprisingly hard -- I want to have some 'unique' ships which you'll only see very rarely, and for the rest of them a generic pr…
I'm working on some rather unsexy contents of Novarunner -- I just fixed the input system so it saves and loads keybindings properly, and will be going back to write the Actor save/load functionality so we can start to suspend the game state and populate new systems when you jump into them.
I've dec…
I've dec…
That was monstrously unproductive.
I've done a bit more work on the GUI but nothing impressive (buttons, etc). It'll be more impressive when I hook up some kind of code to handle docking, which requires the autopilot code which the 'vignettes' also require.
Perhaps I should draw myself a dependency g…
I've done a bit more work on the GUI but nothing impressive (buttons, etc). It'll be more impressive when I hook up some kind of code to handle docking, which requires the autopilot code which the 'vignettes' also require.
Perhaps I should draw myself a dependency g…
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