Journal of Aardvajk

Vague rambling with the occasional tangible result
1,927 comments
21 followers
744 entries
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Aardvajk
December 22, 2006
Level Editor
Level editor is starting to come along quite nicely now. Because I'm now using a three layer map, I needed to figure out how to do transparency with the Win32 API's BitBlt.

In case anyone ever struggles, this provides an excellent explanation.

Although they are being a bit naughty with the first code…
350 views
Aardvajk
December 22, 2006
Last day at work
Break up for Christmas today. I'm getting to leave off at 3:30pm although I've got lots of taxi-ing of various people to do so will have to stay sober until much later on, so I guess I'm going to go home and work on the level editor for a bit.

I've decided to develop one in tandem with the game so a…
319 views
Aardvajk
December 20, 2006
Update
I've decided to add a current-status downloadable zip of Udo to the top of my journal, if you cast your eyes up a couple of inches. I'm going to try hard to keep the "last updated date" updated.

I may remove it once progress starts to accelerate since I'd like there to be a few suprises when I relea…
478 views
Aardvajk
December 20, 2006
Still a mystery
So it's still a bit of a mystery why programmer16 and Christophedo are getting the weird graphics when they test my game. I've posted in the DX forum but no joy so far.

If either of you are reading this, it would appear from Christophedo's screenshot that the game was running at 800x600 rather than …
566 views
Aardvajk
December 18, 2006
New demo
Here's an up-to-date demo of Udo if anyone wants to have a look. There's some new graphics and stars you can collect added since the last release.

As always, any comments or criticisms gratefully recieved.
571 views
Aardvajk
December 18, 2006
New blocks
I've created some new blocks for Udo. They are not spectacular, but are a bit more in keeping with the theme of the planned first few levels.



I've come to the conclusion that Udo is going to require a bespoke level editor instead of using my existing general purpose one. I want the levels to be a lo…
345 views
Aardvajk
December 17, 2006
Stars
Stars are in and working. When you pick them up, you get the cool little starburst affect as in Orc, for those of you who played that. I guess it is acceptable to rip off features from your own games.

The stars are actually stored as part of the map, rather than as free items which has a couple of m…
306 views
Aardvajk
December 16, 2006
Moving platforms
Got horizontal and vertical moving platforms that Udo can ride on working.



As usual, nothing is ever as simple as one might hope. Verticals were okay, but the problem with the horizontals is if you are standing sort of half on a ledge and the platform slides under you, it shouldn't push you really, …
336 views
Aardvajk
December 16, 2006
Urg

Urg

Quite good night last night. Getting far to old for this though. Once you pass the magic 30, you just can't drink like you used to.

Hey - I've just discovered that me here on this site gets the first two Google hits for "EasilyConfused". Groovy.

Little to report on the game this morning. I've just im…
494 views
Aardvajk
December 15, 2006
To do
Just noticed a refactor:

From:


bool CBasicItem::VertCollide(float &Ny,float &Vy)
{
std::vector V;
CRect R=CRect(int(X),int(Ny),W,H);

Map.Collides(R,V);
Items[1].Collides(this,R,V);

for(size_t I=0;I {
if(V.Layer==ltFore)
{
if(Vy<0) Ny=float(V.Rect.Y+V.Rect.H);
else Ny=float(V.Rect.Y…
546 views
Aardvajk
December 14, 2006
Demo
Here is a new demo showing the new block and object engine in action. Left and Right to move left and right (duh!), Down to duck and Space to jump. Press Escape to access the in game menu to exit.

Be interested to know what people think, or if anyone can find any bugs.
442 views
Aardvajk
December 14, 2006
It works!
The approach before works really well.



Udo can run and jump in front of the blue blocks, but he lands on top of them. Most of the blocks in the screenshot above are from the map grid, but the two next to Udo are free object blocks from the item list.

The new and improved collision code is a lot clean…
381 views
Aardvajk
December 14, 2006
Collisions
I'm glad I posted the code below, since I can sit at work and peruse it away from my PC. I've just been looking and I actually think that converting it so it samples along each edge in a loop based on edge length divided by minimum object dimension or map block dimension, might actually clean up th…
293 views
Aardvajk
December 13, 2006
Started again
It's starting to come together. The main character can now jump in front of certain block types but land on them, as well as interact correctly with entirely solid blocks, both in terms of map blocks from the grid and free object blocks. All seems to be okay.

Here's the final collision code.


#include…
375 views
Aardvajk
December 13, 2006
Rethink
I've come to the conclusion that the entire physics and collision system needs a rethink for Udo than worked for Orc.

My previous method has been to maintain everything as a list of game objects that derive from a common base, then high up in the hierachy add some general code for collision detectio…
408 views
Aardvajk
December 12, 2006
Ducking
So I've just spent two hours getting Udo to be able to duck. Amazing how the most trivial sounding things can end up being so complicated.

Got a nice menu system working now. I've got a seperate CMenu class that is constructed with a vector of CMenuItem(std::string,int) pairs. Anything that owns a C…
321 views
Aardvajk
December 11, 2006
Demo - please test if you have time
Demo.

Here's an early stages demo of the new game. If anyone has the time to download and test it, it would be appreciated. I'm mainly interested in seeing if there are any problems with insisting on a certain refresh rate but of course any other feedback is always gratefully recieved.

Thanks in adva…
523 views
Aardvajk
December 11, 2006
Refresh rates
Right. Here is my opinion:

Using any kind of variable rate frame rate, it is IMPOSSIBLE to write a Mario-style 2D jumping scroller without

a) jump height varying with frame rate

or

b) graphics that jitter around on the screen

I defy anyone to give me a method that would work without either of those prob…
359 views
Aardvajk
December 09, 2006
Much better font system
Behold my mighty font file generator:



Written with Builder for quickness, you can specify the characters you want to include in the top edit box, then select any font on my PC with the Font button.

Generate then spits out a file in the format discussed below. The file starts with the number of charac…
348 views
Aardvajk
December 08, 2006
Font fun continues
Still no screenshots. The little console program that compiles the bitmap font files is "finished". I can't really confirm that it is working until I try to load it into the D3D library and output some text.

It has occured to me though that I am probably approaching this the wrong way. I won't be ab…
386 views
Aardvajk
December 06, 2006
Fun with fonts
After Trapper Zoid's handy link to Aenigma Fonts recently, I've decided to try to implement a font engine in the new game before attempting anything else. Seems like the kind of feature it would be easier to add in at the start than at the end.

Well, actually I'm trying to add font support to my D3D…
385 views
Aardvajk
December 02, 2006
Hello
Todays unfounded rumour to spread...

Theory:
Bjarne Stroustrup was the hidden driving force behind Abba and wrote the lyrics to Mamma Mia.

Proof:
None.

Rationale:
I'm still a bit drunk from last night.

Thank you.
329 views
Aardvajk
December 01, 2006
Tired
Jesus, I'm tired.

I passed my driving test about two months ago. Today, for work, I drove the company van about 400 miles to go do a sales demo. I left at 6am and got back at 6pm. I was in the actual site for about two hours and the rest was driving.

Missus is away for the weekend to her nans, so am …
586 views
Aardvajk
November 30, 2006
Overall framework working
I've got the very sketchy overall framework of the game working now. It doesn't do much, but I'm trying to work from the outside in this time so I hope this will all pay off in the future.

The main engine contains a stack of modes which use an abstract interface to implement stuff like Physics, Rend…
324 views
Aardvajk
November 30, 2006
Christmas theme
Just kicked in the Christmas theme for GameDev. I wonder if I'll be able to last out until New Year before I change it back. [EDIT - Nope. Changed it back about an hour later].

Does this theme now appear for everyone when they view my journal? And how on Earth does Trapper Zoid get that awesome them…
428 views
Aardvajk
November 29, 2006
Not working
God.

So this decouple the physics from the render rate doesn't work so good. You get a really annoying jitter.

So I give up. I'm just going to lock the whole game loop to 60 fps. Runs a lot smoother, although I've only got a 60hz monitor to test it on. Hopefully it won't look too bad on an 80hz.

And i…
480 views
Aardvajk
November 28, 2006
platformer
Right. Based on the general feeling from the thread on the subject, I've decided that a fixed time-step physics update, seperated from the rendering, is the only viable way to write a 2D platformer that will be frame-rate independant.

Someone has pointed me to a first class article on the subject, s…
375 views
Aardvajk
November 27, 2006
Tonight we start the new game...
[EDIT] Forgot to say, String Theory got featured in PC Gamer, one of the UK's biggest game magazines, this month. Didn't someone round here write that? Much kudos, whoever you are [smile].

I'm going to make a start on the new game tonight. I'm working on a sprite editor at the moment since I want fa…
495 views
Aardvajk
November 23, 2006
Windows Forms and ImageLists
So it appears that the ImageList property of MenuStrip and ToolStrips is disabled in C# Express, unless I am being very stupid.

It doesn't show up in the properties window for either control, and equally no ImageIndex property for tool buttons or menu items.

You can assign manually to the properties …
458 views
Aardvajk
November 20, 2006
So much for that plan
Well, here was me learning C# so I could go and get a job as a programmer and now my current company has suddenly offered me a far more competitive package so it looks like I'm staying a sales monkey for the forseeable.

Never mind. At least it gave me a kick up the backside to start learning C#, whi…
409 views
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